Unite Berlin 2018 - Attaining Post Processing Effects on Mid Range Smartphones

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Arm and Nordeus explain how to profile your game using the Arm tools, alongside identifying and resolving pipeline bottlenecks with targeted optimization (e.g. shaders). Using “Spellsouls: Duel of Legends” as a case study, we look at how to optimize the rendering pipeline and budget for efficient post-processing effects such as bloom at high FPS.

Speakers:
José Emilio Muñoz López (Software Engineer, Arm)
Đorđe Đurđević (Senior Software Development Engineer, Nordeus)

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Found this gem yrs later after watching Josh's PPv2 talk - great tips for finding lateral approaches, and of course Always Profile!

mandisaw
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Great, but instructions are unclear
I ended up getting upset for not understanding it ;(
i.e. how is it possible to only render light and shadow separately in a lower resolution?
and how to render custom realtime shadow maps?

thank you 🙏

Mehrdad
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Can anyone help me achieve the baked bloom texture and shaders thank you

yewodevs