Agenda
Neural Graphics in Practice for Next-Gen Game Development (Presented by Arm)
Part 1 – Sergio Alapont (Arm)
In this talk, we present the rendering pipeline behind Sumo Digital's new mobile case study featuring fully ray-traced lighting. We explain how we are pushing real-time performance on mobile hardware by combining aggressive pipeline engineering with Arm's neural rendering technologies, including neural super-resolution, neural denoising, and neural frame-rate upscaling.
Part 2 – Willen Yang (Arm)
Game development is entering a new era where AI-driven rendering and neural techniques redefine performance and visual fidelity. Arm's Neural Graphics SDK (NG SDK) brings advanced neural-based rendering, denoising, and super-resolution capabilities to game engines, enabling developers to achieve desktop-quality graphics on mobile and edge devices without sacrificing frame rates.
Takeaway
Part 1 – Sergio Alapont (Arm)
The session covers how the frame is structured, how we budget GPU time to sustain 60 Hz, and how we validate performance in the absence of final hardware. We'll also dig into practical lessons learned while bringing ray-traced lighting and neural graphics to a mobile production environment—what worked, what didn't, and where the real bottlenecks were.
Part 2 – Willen Yang (Arm)
This session introduces Arm’s neural graphics SDK architecture, Unreal Engine plugins built on the NG SDK, and the IQ improvements enabled by real content and practical workflows. Learn how to leverage neural graphics to optimize rendering pipelines, reduce GPU load, and deliver stunning visuals across diverse platforms. We showcase real-world examples, performance benchmarks, and best practices for deploying neural rendering in production titles.