Unite Austin 2017 - The AAA Graphics of Spellsouls: The Journey to 60FPS on Mobile

Unite Austin 2017 - The AAA Graphics of Spellsouls: The Journey to 60FPS on Mobile

Unity

6 лет назад

4,487 Просмотров

As mobile hardware advances, creating AAA console quality visuals is no longer out of reach. Join Nordeus engineers as they retell the steps of their challenging journey to reach that level of graphical quality on their new mobile game, Spellsouls: Duel of Legends. Learn how they created a PBR-like shader that runs on mobile, scaled the game across a wide range of devices (low-end toasters included), and various optimizations necessary to reach silky-smooth 60FPS.

Srdja Stetic-Kozic (Tech Lead, Nordeus),
Joseph Oros (Senior Graphics Programmer, Nordeus)
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@cyphersoc9950
@cyphersoc9950 - 12.11.2017 20:13

am i the only guy who read Autism instead of Austin?

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@avrasoistaken
@avrasoistaken - 13.11.2017 16:07

HELP.. Im trying to confirm my account but it directs me to this page with "This link is not valid anymore

Go to Sign in"

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@christianCCfs
@christianCCfs - 15.11.2017 01:37

I've been trieing to create a mobile shader system as well and learned a lot on the way, but these guys did a really awesome job. However, for me, removing the UnityCG-references did not remove the incrediby huge startup time for shader variants. This is one of the two systems in Unity that I am really frustrated with (the other being assetbundles via odr and assetcatalogues) and the effort the guys here had to put into it is - in my opinion - a sign that this part of Unity does not hold up to its promises and should be reconsidered. If we only could ship the variants that we know are necessary.... that would be a huge first step.

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