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This talk is about how we brought the latest Galaxy on Fire to the Nintendo Switch using the Vulkan graphics API. It shows how we adapted the renderer for this unique platform and how we improved the visual quality using a few easy techniques. It then goes
into detail on how we achieved a constant 60 frames per second highlighting CPU and GPU optimization approaches as well as improving parallelization - all of this in light of rendering with Vulkan.
Given at Reboot Develop Blue 2019 in Dubrovnik, Croatia.