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PlayStation Shading Language for PS4
Price $3.95
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDCE13-25424_XNPV
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Description
PlayStation Shading Language for PS4
Chris Ho | Engineer, SCEA
Richard Stenson | Graphics Software Engineer, SCEA RandD

Location: Offenbachsaal
Date: Monday, August 19
Time: 14:30-15:30
Track: Programming
Format: Session
Vault Recording: Video


The PS4 is powered by a shading language that is familiar, but specific and extended for PS4. PSSL enables a degree of cross-compatibility with the PC, but extends far into specific PS4 hardware extensions that truly unlock features of the PS4 GPU in ways not seen before in this class of modern graphics hardware. This talk will feature the PC compatibility features of PSSL, as well as the hardware oriented extensions that will enable PS4 developers to 'Push the Boundaries of Play' on PS4.

Takeaway
The PlayStation Shading Language, or PSSL, for PS4 is very approachable and features all of the modern PC shader features a developer would expect. However, PSSL also pushes well beyond convention for PS4. Come see a glimpse into the present and future of GPU Shaders for PS4.

Intended Audience
The target audience is any game developer interested in the Graphics Shader Pipeline for PlayStation 4.

Speakers
Richard Stenson | Graphics Software Engineer, SCEA RandD
Richard Stenson is a graphics software engineer at SCEA R&D. He was one of the originators of PSGL, PlayStation OpenGL ES for PS3 based on the Khronos OpenGL ES 1.1. PSGL was one of the first champions of the OpenGL ES specification and has been used by hundreds of PS3 games, AAA and Indie alike. Richard was also heavily involved in the development and ratification of the COLLADA format, which is now also a Khronos Open Standard for graphics. Now for PS4 he started and has contributed heavily to the PlayStation Shading Language project, or PSSL, of which all PS4 games will use to do graphics for PS4.

Chris Ho | Engineer, SCEA
Chris Ho graduated from UC Davis with a degree in Computer Science, and remained there as a research assistant in a graphics and visualization lab before joining SCEA as an engineer to work with the PlayStation 4. Since joining SCEA, he has made frequent contributions to the PlayStation Shader Language project, ranging from new feature specifications and researching use-cases to building tools for the validation of the correctness of the shading language.

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