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Vulkan on Android: Gotchas and Best Practices (Presented by Khronos Group)

Sponsor Speakers:

Arseny Kapoulkine (Technical Director, Roblox)

Frederic Garnier (Senior Software Engineer, Samsung Electronics)

Inae Kim (Game Devtech Engineer, Samsung Electronics)

Location: Room 3022, West Hall

Date: Monday, March 19

Time: 4:00pm - 5:00pm

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 Dev Day

Vault Recording: Video

Audience Level: Intermediate

Vulkan, the cross-platform open standard for explicit 3D graphics and compute is now widely shipping, including on millions of mobile devices. This session will provide first-hand experience on the benefits and challenges on getting popular games using Vulkan on Android: what user coverage can you get? what performance gains should you expect? Hear Roblox's tips on common pitfalls you might encounter, including how to work around driver bugs and design decisions made whilst porting to Vulkan. Then find out about Samsung's best practices on using pipeline barriers from their work porting multiple titles, including Lineage2 Revolution, ArcheAge and Final Fantasy XV.

Takeaway

After this talk, attendees will gain a better understanding of pipeline barriers, including its impact on performance, along with best practices and tips on how to avoid common pitfalls when dealing with Vulkan on Android.

Intended Audience

Graphics engineers looking to move from other APIs to Vulkan, or preparing to ship a game on Vulkan. Most the content will be relevant whether interested in Vulkan on mobile or other platforms.