GDC Booth Features


Technology Kiosks

Extend the game experience with PlayStation peripherals. Experience the PS VR Aim controller with Farpoint and 3D audio in Uncharted 4. Experience what these technologies can do for your game and the integration workflow for these technologies.


Wednesday, March 01, 2017

10:00 am-2:00 pm Epic Games (Jonathan Fitzpatrick)

2:00 pm-6:00 pm - Unity 3D (Paul Purcell)


Thursday, March 02, 2017

10:00 am-2:00 pm Epic Games (Jonathan Fitzpatrick)

2:00 pm-6:00 pm - Unity 3D (Paul Purcell)


Friday, March 03, 2017

10:30 am-12:30 pm Epic Games (Jonathan Fitzpatrick)

12:30 pm-3:00 pm - Unity 3D (Paul Purcell)


CPU Toolchain

The PS4 C/C++ compiler is based on Clang/LLVM technology and provides the latest compiler optimization techniques, including Link-time Optimization (LTO) and Profile Guided Optimization (PGO). The SN linker is optimized for fast PS4 linking and has options to improve code performance, to optimize data sizes using string pooling, and to strip unused/duplicate code/data. The toolchain also contains debugging features such as source code Static Analysis, runtime Code Coverage, and runtime Sanitizers to capture undefined behavior and memory allocation issues. All of which enables you to ship high performance and more stable game titles.



The Distributed build accelerator (SN-DBS) reduces code and data build times by distributing compilation and other data processing tasks over a cluster of computers. This helps teams work more efficiently by reducing turnaround time.



The debugger is fully integrated into Visual Studio and supports all standard debugging features, such as remote debugging of multiple devkits, core dump debugging, and data breakpoints. It extends Visual Studio to add support for native fiber debugging, Edit and Continue, kernel objects, register highlighting in the disassembly view, and customizing the display format of expression data.


Razor (CPU Profiler)

The Razor CPU profiler targets the Jaguar CPU and PS4 operating system, allowing live capture, analysis and viewing of system-wide profiling data, to help eliminate conflicts and bottlenecks in code. It now includes I/O and CPU data profiling.


Target Management

Integrated into explorer, Neighborhood along with Target Manager Server allow management of network connected devkits with features including host file-serving, accessing the target filesystem, running game code or install/run packages directly on the devkit and updating firmware. An apps include support for console output, viewing and managing target settings, screen capture, controller capture and playback and viewing target events. Finally, the Target Management API allows developers to write their own tools for controlling devkits.


PlayGo Viewer

The PlayGo Viewer application supports the development and debugging of PlayGo enabled titles. Separate Authoring and Analysis modes allow both the creation and/or modification of new or existing PlayGo chunk definition files and also testing and debugging of an emulated PlayGo session.


Remote Viewer

The Remote Viewer application allows remote viewing of a devkit over a network and allows remote control from either locally connected controllers or via an on-screen GUI widget. Output can be saved to file and an API [provided in Remote Viewer Server] allows developers to integrate video along with additional features such as live seeking directly into their own apps.


Memory Analyzer

The Memory Analyzer application allows real-time tracking of in-game memory allocations. Features include support for tracking and tagging allocations from heap or custom allocators, user-marker support and in-depth analysis via timeline, memory map and distribution views to help developers and testers spot high memory usage, leaks and sub-optimal memory usage.


The Subdiv library is a subdivision surface library for PS4. A host tool generates the subdivision data offline and then shaders are used at runtime to render continuous smooth surfaces. Displacement mapping can be used for added detail with tessellation or discrete triangulations can be generated to render without tessellation.


Vr Trace is a new diagnostic tool specifically tailored for VR. This tool will help you find and fix some of the most common issues that arise when developing VR applications. Come get more information about Vr Trace at our kiosk on the GDC Expo floor in the Sony area.


This tech demo is about simple 3D procedural spatial behaviors for VR characters.  These behaviors make the characters more believable and are far more important in VR because they imbue a sense of shared space with the player, thereby enhancing the players’ overall sense of presence.


The virtual characters react to sound/motion of the virtual environment as well as player sound/motion, and they also interpret player head/hand pointing directions.  The characters react by adjusting their eyes, head, and body in a coordinated manner, and their reactions to visual stimuli are limited to their field of view.  Other continuous behaviors such as blinking and breathing are also adjusted.  The demo allows toggling each behavior on/off so as to observe its importance on the overall believability of the character. 

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