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ProtoStar:“次世代”的移动端渲染
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ProtoStar:“次世代”的移动端渲染 UE4移动端的一些新特性以及Vulkan支持 王 祢 Senior Support Engineer, Epic Games
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ProtoStar:“次世代”的移动端渲染
1.
ProtoStar:“次世代”的移动端渲染 Unreal Open Day
2016 EpicGames China 王 祢 UE4移动端的一些新特性以及Vulkan支持
2.
Content • UE4已有的移动端特性简介(在ProtoStar前) • ProtoStar
Demo – 开发过程 – ProtoStar用到的新加入的移动端图形技术 • Vulkan – 简介 – 对比OpenGL ES对移动端带来的优势 Unreal Open Day 2016
3.
当前移动设备性能 Unreal Open Day
2016
4.
UE4已有的移动端特性 • 基于PBS的材质,和PC同样的编辑器 • 简化的EnvBRDF,依然能量守恒 •
HDR • 一些高质量的后处理 – Bloom – DoF – Tonemapping – Light Shafts Unreal Open Day 2016
5.
UE4已有的移动端特性 • 支持丰富的贴图压缩格式 • PC上方便的ES2预览 •
Device Profile和Scalability设置 • Shader模板的简化设置及分支(Fully Rough, No Metal) • 设备logger输出和远程命令调试 • 批量设备发布和测试 • 发热优化 Unreal Open Day 2016
6.
ProtoStar • 于今年二月首次在三星的S7 launch活动上展出 •
目的 – 在移动设备上展示主机品质的画面 – 完成UE4对Vulkan API的支持 • 需求 – 在零售版本的S7上完成可实时交互的demo – 1080p full HD – 30 FPS Unreal Open Day 2016
7.
ProtoStar • Here goes
the video Unreal Open Day 2016
8.
ProtoStar开发过程 • 开发过程 – 2015.11月
– 2016.2月 • S7于2月21日发布,所以deadline卡的很死 – 3个团队合作 • Vulkan RHI团队(USA) • 移动端图形特性团队(韩国/英国) • 内容团队(USA) Unreal Open Day 2016
9.
ProtoStar开发过程 • 需要克服的问题: – 大量的需要用到的feature在当前UE4移动端中并不存在 –
Vulkan API还不存在 – 硬件驱动还不存在 – 硬件本身也还不存在 – 时间和人力资源都很紧缺 • 因为时间的关系,内容和功能开发团队必须和Vulkan RHI同时 做开发 Unreal Open Day 2016
10.
ProtoStar开发过程 • 先在编辑器中用PC的渲染器和特性集做测试 Unreal Open
Day 2016
11.
ProtoStar开发过程&新特性 • 移植所需要的渲染特性到high-end的移动平台 Unreal Open
Day 2016 Depth of Field GPU Particles
12.
ProtoStar开发过程&新特性 Unreal Open Day
2016 Realtime Planar & Dynamic Shadows
13.
ProtoStar开发过程 • 比较用DX11,PC和移动端Vulkan的效果 Unreal Open
Day 2016
14.
Vulkan简介 Unreal Open Day
2016 • Vulkan是用来替代OpenGL和OpenGL ES的下一代图形API • 由Khronos领头,整个行业共同参与打造 • 开放,跨平台,支持PC、主机和移动设备 • 提供更底层轻度的,更高效的接口 • 考虑了现代图形硬件而设计 • 以SPIR-V格式作为shader预编译的中间格式
15.
OpenGL – Tile-Based
GPU Unreal Open Day 2016 • Mobile GPUs大部分斗使用tile架构 • 屏幕分成多个区域(eg 32x32)s • 对于每个render pass,逐tile计算: – 光栅化面片,计算overlap的tile – 对每个面片计算pixel shader – 渲染结果存储在GPU核内的快速缓存中 – 当一个tile的面片计算都处理完后,写回framebuffer
16.
OpenGL – Tile-Based
GPU Unreal Open Day 2016 这里有个很大的问题: • 如果你要在tile上做一个新的render pass,gpu必 须把tile内的中间数据写会framebuffer – 之后,要继续处理这个tile的时候,需要重新从 framebuffer读回数据到gpu core • 这个过程相当缓慢,有时候以ms为单位!
17.
Vulkan – RenderPass •
Vulkan有显式的RenderPass – vkBeginRenderPass(...) – vkEndRenderPass(...) • 每个render pass可以指定哪些数据需要load到tile memory里, 哪些数据需要存回framebuffer • 这也是为什么在S7上能运行ProtoStar的关键! Unreal Open Day 2016
18.
Vulkan - PSO OpenGL: •
Set vertex and pixel shaders • Shader uniform parameters • Bound textures • Set blending states • Set depth states • Set rasterizer states • Etc… Vulkan: • 把这些属性和状态都封装在一个对象中 • 切换不同的状态相当高效! Unreal Open Day 2016
19.
Vulkan – Shader
Compiling OpenGL: • 如果compile出错,在运行时会crash • 做绘制调用的时候会有hitch,驱动只在第一次绘制时才真的编译 Vulkan: • 可离线编译shader • 在开发时可编译成SPIR-V二进制数据 • 所有shader的验证都在离线时完成 • 所有上层的shader优化都在离线时完成 Unreal Open Day 2016
20.
Vulkan – Pipeline
State Cache OpenGL shaders: • 驱动可能会cache部分编译完的shader • 第一次运行很慢 • 有个别Extension可以保存“program binaries” • UE4中诱骗驱动做实际的compile Vulkan shaders in UE4: • Pipeline states和shader能离线存储到cache中 • 无需运行时编译,第一次运行也不会有hitch! Unreal Open Day 2016
21.
Vulkan – Validation
Layers OpenGL: • API中的验证和检查代码开销 • 始终存在,所有的调用中都存在 Vulkan: • 所有的验证都旨在开发阶段使用,run-time驱动中不使用 • 既然run-time没有开销,那么就能验证更多东西 • 对开发和debug很有帮助 • 完全不影响run-time! Unreal Open Day 2016
22.
Vulkan – 总结 Unreal
Open Day 2016 • 更轻度的API,最小化图形API在CPU上的overhead • 更底层和轻度的API带来了更多的Draw Call • 更明确的Render Passes,更好的利用tile GPU的硬件性能 • 行为上的一致性 • SPIR-V
23.
在UE4使用Vulkan • 在移动设备上开启主机画质的可能性! • 安装Vulkan
SDK • UE4.12 preview2中已经有体验性的Vulkan支持 – Github上的源码版本有更多Vulkan相关的支持和代码 • 在项目设置的Android设置中打开Vulkan测试吧 Unreal Open Day 2016
24.
Unreal Open Day
2016 THANKS Q & A?
25.
Unreal Open Day
2016 THANKS Welcome to join Epic! We’re hiring!
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