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Attaining Post-Processing Effects on Mobile with Optimization Best Practices (Presented by ARM)

Sponsor Speakers:

Attilio Provenzano (Graphics Software Engineer, ARM)

Srdja Stetic-Kozic (Software Developer, Nordeus)

Stephen Barton (Product Manager, ARM)

Location: Room 2000, West Hall

Date: Wednesday, March 21

Time: 11:00am - 12:00pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!

Topic: Programming

Format: Sponsored Session

Vault Recording: Not Recorded

Audience Level: All

The latest advances in mobile hardware performance has brought new capabilities for high-fidelity and compelling games. With the mobile game market’s notable growth worldwide and increasing demand for AAA games; creating performant, visually-stunning content has never been so important.

In this in-depth session, Arm and Nordeus will explain how attendees can profile their 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, this session will look at how to optimize the rendering pipeline and budget for efficient post-processing effects such as bloom at high FPS.

Takeaway

Attendees will learn some of the best optimization tools and techniques to detect and overcome bottlenecks, maximize performance as well as propel the visual-fidelity of your games forward. Using practical examples, it will cover the necessary steps developers should take to include their desired post-processing effects such as bloom.

Intended Audience

This talk is aimed at game developers, graphics engineers, rendering programmers, performance analysts and technical artists. It will provide information that can be applied by those at all levels of experience.