Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.
Michael Barnes (Head of Gaming Ecosystem, Samsung Electronics)
Eric Cloninger (Head of Developer Relations, Samsung Electronics)
Date: Thursday, July 22
Time: 2:30pm - 3:00pm
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
Format: Sponsored Session
Vault Recording: Not Recorded
Mobile phones are continuing to strive for console-like experiences but this increase in graphical capabilities comes at a cost. What if you could take the heat out of the development process without reducing the quality of your game? In this session Samsung GameDev will talk you through the limitations of mobile platforms and how Vulkan and Adaptive Performance can be used to mitigate these limitations whilst delivering an increased FPS with lower power consumption. We will also talk about a new partnership between Samsung and Google that looks to provide game developers with more tools to streamline the development process on the Android platform.
Attendees will get an understanding of the problems faced when developing game content for mobile phones and an overview of why Vulkan and Adaptive Performance can be used to optimize games effectively to achieve high performance and low power consumption without compromising on quality.
This talk is intended for all GDC attendees with an interest in mobile game development with a focus on Vulkan optimizations in particular. This will also be of interest to game developers using the Unity game engine as they can make use of Adaptive Performance.