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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Advanced Graphics Summit: DX12 Memory Management in Snowdrop on PC (With Introduction from Summit Advisor Julien Merceron)

Gauthier Viau  (Graphics Programmer, Massive Entertainment - a Ubisoft Studio)

Julien Merceron  (Worldwide CTO, Bandai Namco Studios)

Location: Room 303, South Hall

Date: Monday, March 18

Time: 9:30 am - 10:30 am

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Programming, Visual Arts

Format: Session

Vault Recording: Video

Audience Level: Intermediate

To achieve good and reliable performance, games using DX12 on PC need to manage memory themselves. This presentation goes over Snowdrop's heaps allocation strategies, as well as how its texture streamer is used to manage memory.

Attendees will learn how to use the Windows Performance Analyzer to diagnose VRAM overcommitment issues coming from OS automatic resource demotion, using real examples of performance degradations due to bad memory management in Snowdrop with DX12.

Solutions to address these issues – a resource residency management system and the texture streamer usage of DirectX tiled resources to free large amount of memory while minimizing quality loss – are discussed, as well as what didn't work so well.


Attendees will learn how to better identify and tackle DX12 VRAM overcommitment issues caused by the OS automatically demoting resources, plus some insights on what memory management strategies and systems worked best for Snowdrop.

Intended Audience

This presentation is intended for anyone interested in memory management, be it low-level engine & rendering programmers, as well as technical directors looking for ways to keep memory under control on a PC DX12 game.

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