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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Hao Wu (Engineer, Netease)
Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
Audience Level: All
There is always a restriction on the use of lights and shadows in mobile games, due to limited computing ability. The art department called for Diablo Immortal to remove this restriction as adventurers travel through the wilderness. To this end, they have begun to reconstruct the rendering pipeline and various shadow rendering technologies based on the traits of mobile platforms.
In this talk, Hao Wu, the engine programmer, discusses how he can achieve efficient dynamic multiple lighting and shadows within memory and performance limits, and provide the highest possible compatibility.
Attendees will understand the key techniques of light and shadow rendering on mobile devices and how to solve overheating issues on mobile.
This is for engine programmers, graphics programmers, mobile game developers. Understanding of basic lighting and shadowing might help in grasping full context but it's not required.