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|    Programming

As new platforms emerge and existing platforms evolve, programmers face an ever increasing challenge to produce games that capture the attention of the public and the media. The Programming Track focuses on these challenges and the opportunities presented by next and current generation development including: mature consoles, new handhelds, a highly competitive sales environment, and increased demand for very high production values in games.

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From PS4 to 1.44MB Floppy: Porting Retro City Rampage to MS-DOS
Brian Provinciano (Vblank Entertainment)
Porting Retro City Rampage to MS-DOS 486 PCs became a puzzle game in itself, and this session will take you through the process from start to finish. It covers the core porting challenges: Reducing memory usage (down to 4MB), increasing performance (to run on a 486 PC), reducing disk space (to fit on a single 1.44MB floppy) and finally, porting the game to MS-DOS itself (interrupts, graphics, the PC speaker, etc.). For contrast and curiosity, it will also touch on some programming tricks used to optimize the game for platforms such as Nintendo DS and PSP.
Rendering Rainbow Six | Siege
Jalal Eddine El Mansouri (Ubisoft Montreal)
Rainbow Six | Siege is based on the first iteration of a new current gen only rendering engine. With massively and procedurally destructible levels, it was important to invest in techniques that allow for better scaling on both CPU and GPU. This session will describe the most interesting work done by the R6 graphics team to ship a competitive game on Xbox One, PS4 and up to 5 year old PCs. It will focus on architectural optimizations that leverages compute that are only possible with the current generation hardware. The talk will also present their new checkerboard rendering technique that allows for up to 50% faster rendering times without great quality loss.
Mixed Resolution Rendering in Skylanders: Superchargers
Padraic Hennessy (Vicarious Visions)
Skylanders: Superchargers leveraged mixed resolution rendering to help optimize the fill heavy effects that established the feeling of the skylands such as clouds and localized atmospherics. This lecture will cover the improvements in quality and performance that were developed to make this possible for the wide range platforms that needed to be supported. The topics will include best practices for depth downsampling, bilateral filter weighting improvements, and a performant branchless upsample technique.