Game Developer Conference (GDC) 2022

Moscone Center - San Francisco, CA
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Samsung will be at the GDC (Game Developers Conference) in San Francisco, March 21st to 25th with 4 speaking sessions. Mark your calendars.

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TimeSpeaker(s)Session TitleDescription
Wed 3/23, 3:30pm – 4:30pm Gary Keen, Engineer, Samsung Research UK
New GPU, the Ultimate Reality! The New GPU - Samsung Xclipse 920 from AMD’s Radeon technology is now in the new Exynos 2200 chipset for the further Galaxy products. This new GPU for the Android ecosystem has unique architecture like layered GLES implementation and the desktop feature set like Ray Tracing (RT) and Variable Rate Shading (VRS). This session will share the important information about the New GPU and best practices with game developers. Case studies will highlight the new RT & VRS features.
Attendee Takeaway: How to develop robust graphics applications with the new Xclipse GPU How game developers can support Xclipse GPU How to optimize graphics application using OpenGLES or Vulkan with the Xclipse GPU How to use RT & VRS features with Xclipse GPU
Wed 3/23, 5pm – 6pm Jinho Lim, Principal Engineer
Jeoungju Kim, Principal Engineer
Sanglae Kim, Staff Engineer
What if Your Phone's Avatar Is in the Game or Metaverse?
(Pre-recorded)
The AR Emoji feature on Samsung devices enables users to create a 3D avatar model that can be used in other applications on the device. AR Emoji is the avatar for Samsung Galaxy device users. Users can create an 'AR Emoji' that looks just like them. Also, they can take photos and record videos using AR Emoji. Now this high quality AR Emoji can be your avatar just like an avatar on other platforms like Game or Metaverse. The Galaxy AR Emoji SDK enables game developers create human-like characters for games.
Attendee Takeaway: Attendees will gain a clear understanding of the "AR Emoji" of Samsung Galaxy and its SDK.
Thu 3/24, 4pm – 5pm Hesham Dar, Senior Data Scientist at Samsung Research UK Game Performance Optimization With Causal Models
(Pre-recorded)
On modern mobile devices, there are a number of systems which aim to improve the game experience, delivering high and stable frame rates while keeping the device at manageable temperatures. Often the standard method of tuning these device systems is through either lab based testing, which is not scalable, or alternatively, using real world analysis. However, systems on device don’t run in isolation and when tuning parameters, other factors can be at play which potentially obfuscate the impact of the change. By leveraging domain knowledge and building an explicit causal model of the system, a better indication of the treatment effect size can be measured as well as other useful insights on the performance of such systems.
Attendee Takeaway:Attendees will learn about how causal modelling using Bayesian networks can be used to better evaluate any changes made, based on real world cases to improve game performance on mobile devices.
Thu 3/24, 5:30pm – 6:30pm Michael Barnes, Head of Game Ecosystem at Samsung Research UK

David Berger, Senior Software Engineer, Unity
Unfolding Your Gaming Potential With Galaxy GameDev Galaxy GameDev will talk through tips and tricks that can help unfold the potential of games on foldable devices. Advantages and design considerations for the foldable form factor will be addressed as well as optimizations using game engines like Unity and Unreal. This session will also include a comprehensive overview of the new features in Adaptive Performance 4.0 partnership between Samsung and Unity. It will show developers how to use the latest features from Adaptive Performance 3.0, such as the Boost Mode, Cluster Info, and Unity Profiler support, to squeeze even more performance out of their games. It also features the new Visual Scripting integration with Adaptive Performance 4.0 along with additional automatic scalers to optimize performance.
Attendee Takeaway:Attendees will walk away with an understanding of simple design considerations that can improve the UX of their game on foldable devices. They will also learn about how Adaptive Performance 4.0 can be used in Unity to optimize performance on games using less power.