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PushingtheLimitsofMobileGraphicswithUnrealEnginePushingtheLimitsofMobileGraphicswithUnrealEngine
Pawel Skorupka,
SeniorProgrammer
TableofContents
PART1PART1 Introduction ( me & Vivid Games )Introduction ( me & Vivid Games )
PART2PART2 GodFireGodFire™™: Rise of Prometheus: Rise of Prometheus
PART3PART3 UnrealEngine +QualcommUnrealEngine +Qualcomm®®
SnapdragonSnapdragon™™ 805: Overview of advanced visual effects805: Overview of advanced visual effects
PART4PART4 SnapdragonSnapdragon™™ 805Developmentsupporttools805Developmentsupporttools
PART5PART5 MaximizingSnapdragonMaximizingSnapdragon™™ 805performance805performance
PART6PART6 Q&A sessionQ&A session
Qualcomm Snapdragon is a product ofQualcomm Technologies,Inc.
PART1 Introduction(me&VividGames)
PART1:aboutme
Paweł Skorupka.
Having been interested in video games since the
earliest years, he followed his passion and focused on
gaining skills needed to become a professional in the
game industry.
Currently he is working as Senior Engine Programmer
at Vivid Games.
Personally a big fan of traveling, high-tech gadgets,
and an inventor in the making.
PART1:AboutVividGames
Vivid Games was established in 2006, in
Bydgoszcz (Poland) by experienced computer
industry specialists.
It is one of the most technologically advanced,
independent development studios in Europe.
Passion and commitment for the task at hand, as
well as striving for perfection in every field of
activity, are the keystones of our philosophy.
Most recognizable games include Real Boxing™
and our newest title Godfire™: Rise of
Prometheus.
PART2 GodFire™:Riseofprometheus
PART2:GodFire™:Riseofprometheus
PART2:GodFire™:Riseofprometheus
PART2:GodFire™:Riseofprometheus
PART3 UnrealEngine+Snapdragon™805:
Overviewofadvancedvisualeffects
PART3:OpenglES3.1
OpenGL ES 3.1 (Android Extension Pack)
●
Tesselation on mobiles
●
Compute shaders
●
Separate shader objects
●
Enhanced texture functionality
●
Updated shading language
●
Backward compatibility with version 2.0 and 3.0
PART3:Tesselation
●
Tesselation with displacement mapping.
●
Where to use tesselation and where use mesh variations prepared by
graphic artist.
●
Tesselation on mobile platforms.
●
Improving performance of tesselation with LOD techniques - Adaptive
tesselation.
PART3: Anti-aliasing
TYPETYPE
FXAAFXAA
(Fast Approximation Anti-(Fast Approximation Anti-
Aliasing)Aliasing)
MSAAMSAA
(Multi Sample Anti-Aliasing)(Multi Sample Anti-Aliasing)
MLAAMLAA
(Morphological Anti-(Morphological Anti-
Aliasing)Aliasing)
PROSPROS
● A post process
● Applied not only to edges
● Doesn't blur
● FPS/Quality balance is
good
● Parametrized
● A post process
● Great quality
● Tries to match edges to
a pattern
CONSCONS
● Cheap on performance
● A post process
● Everything is blurred
● Aliases alpha
● Smooths only polygon's
edges
● A post process
● Fairly expensive
performance-wise
● Mainly on PC's and
consoles
Things to constantly watch out for:Things to constantly watch out for:
●
Scene budget and current
overhead
●
Unreal Engine System Settings
profiles files
●
Shadows artifacts
Most important components of the scene:Most important components of the scene:
●
Dynamic lighting
●
Static lighting
PART3:Light&shadow
PART3:Postprocess(DOF,Bloom,Motionblur,lightshafts)
Post process effects used in Godfire™: RiseofPrometheus
●
Depth of field and bloom
●
Motion and radial blur
●
Color grading
●
Chromatic aberration
●
Multi-color vignette
PART3:Postprocess-DepthoffieldANDBloom
PART3:Postprocess–MotionBlurandradialblur
PART3:Postprocess–colorgrading
PART3:Postprocess–Chromaticabberation
PART3:Postprocess–Multi-colorVignette
PART4 Snapdragon™805Development
supporttools
PART4:Optimizationandprofiling
Pipeline of profiling and optimization:
●
Problems recorded during test sessions.
●
Using Unreal Engine tools to get rough idea about cause quickly.
●
Recognize how severe our problem is (an engine bug or budget overflow
problem).
●
Use external tools to pinpoint the cause of problem.
●
Find and apply fix.
●
Resend to tests with additional information.
PART4:Snapdragon™805MDP8084devkittablet
List of devkit features used for profiling, debugging and performance overview:
●
Basic game worked without much hassle.
●
Fast iterating.
●
HDMI.
●
Rich developer options section.
●
Monitoring settings.
●
Helpful apps preinstalled.
●
Available at: http://shop.intrinsyc.com/products/mdp-tablet-powered-by-http://shop.intrinsyc.com/products/mdp-tablet-powered-by-
snapdragon-805-processorsnapdragon-805-processor
PART4:Qualcomm®
AdrenoProfiler™
●
Great GPU profiler for Android platforms.
●
Gives developer extensive information in real-time about each frame
rendered.
●
Can also be used to profile DirectX apps for Windows Phone 8.
●
Nice graphical IDE for investigating captured frames.
●
Available for free here:
https://developer.qualcomm.com/mobile-development/maximize-https://developer.qualcomm.com/mobile-development/maximize-
hardware/mobile-gaming-graphics-adrenohardware/mobile-gaming-graphics-adreno
Qualcomm Adrenois a product of Qualcomm Technologies, Inc.
PART4:SnapdragonPerformanceVisualizeR
●
A multi purpose Swiss army knife.
●
Preinstalled on Mobile Development Platforms with Snapdragon processors.
●
Perfect for debugging most bottleneck issues related to native code
operations, as well as data behaviour during game states.
●
Accessible from web browser.
●
More information here:
https://developer.qualcomm.com/mobile-development/increase-app-https://developer.qualcomm.com/mobile-development/increase-app-
performance/snapdragon-performance-visualizerperformance/snapdragon-performance-visualizer
Qualcomm Snapdragon Performance Visualizer is a product of Qualcomm Technologies, Inc.
PART5 MaximizingSnapdragon™805performance
PART5:MaximizingSnapdragon™805performance
●
Multithreading – 1 separate thread strictly for rendering purposes.
●
Level of detail usage in tesselation.
●
ASTC texture compression.
●
Smooth gameplay on highest quality profile.
●
Frustrum culling.
PART6 Q&ASession
Thank you!

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Pushing the Limits of Mobile Graphics with Unreal Engine