GDC 2016 is just around the corner, with doors opening March 14th at the Moscone Center in San Francisco, CA. Like last year, it looks like Valve will have a presence both on the Steam business side, as well as with holding info sessions. Below are the three currently known info sessions that Valve will be holding/presenting. You'll notice that this years info sessions sound very similar to last year's, and I had written a summary of what those are about. Practical Development for Vulkan (presented by Valve Software) with Dan Ginsburg "In this session, Valve and other developers will share their experiences developing game engines with Vulkan. Come learn the ins and outs of Vulkan performance, engine design, content portability, and graphics debugging tools from multiple developers that have been building applications in this new industry standard API." Outside the Studio Walls: MicroTalk Exploration of Non-Audio Ideas & Experiences with Emily Ridgway "You are not just an AUDIO PERSON! Your sounds and music and artistic approach are shaped by your life experiences and influences, not all of which are other games or movies or songs. This microtalk will give you 10 brand new perspectives on game audio influences from outside the walls of the studio. In the classic GDC MicroTalk model, each speaker has 5 minutes and 20 seconds to go through their 20 slides (each timed at 16 seconds apiece). The ideas fly by fast and jabby, but aim to poke the audience in a long slumbering slab of grey matter to wake up some new inspiration for their own work!" Advanced VR Rendering Performance with Alex Vlachos "Reliably hitting 90 fps in VR is a significant challenge. This talk will present a method for adaptively scaling fidelity to consistently maintain VR framerate without using reprojection techniques, even on very low-end GPUs, while also having the ability to increase fidelity for high-end GPUs and multi-GPU installations. Valve's Aperture Robot Repair VR experience that was shown at GDC 2015 required an NVIDIA 980 to maintain framerate, but this talk will use that same experience as an example of how we now adaptively scale fidelity to maintain 90 fps on an NVIDIA 680, a 4-year-old GPU. The end result is an engine that appears higher fidelity throughout the experience, a lower GPU min spec, increased art asset limits, and a system that allows developers to stop focusing on framerate and instead spend their time increasing the quality and performance of their renderer while consistently maintaining framerate." Expand your audience with the Steam Controller with Pierre-Loup Griffais and Scott Dalton "In this session we will walk you through the varied options offered by the Steam Controller, demonstrate how users are already leveraging them to play your game in new ways, and provide a detailed list of recommendations to improve their experience and take your game to the living room." To lessen some of the hype, it's worth mentioning that Valve held two similar talks at GDC 2015: Advanced VR Rendering and glNext: The Future of High Performance Graphics (Presented by Valve). If you are expecting to see Half-Life 3, or a lot of juicy info about Source 2, don't. These things will not be talked about - at least not directly. Information about their future projects IS inferred, though, in a lot of the information. If more info sessions with Valve pop-up between now and GDC, we'll let you know.