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Tencent Games Developer Summit: The Inline RayTracing Practice for Shadow and AO on Mobile (Presented by Tencent Games)

Aron Lu  (Game Engine Engineer, Tencent Games)

Wei Yao  (Senior Game Engine Engineer, Tencent Games)

Location: Room 2024, West Hall

Date: Monday, March 17

Time: 3:50 pm - 4:20 pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass - Get your pass now!

Track: Programming

Format: Sponsor Developer Summit

Vault Recording: Video

Audience Level: All

Tencent Games

As a high-cost, high-quality graphics algorithm, ray tracing has always been a guarantee of excellent image quality on the PC side. Today, this GPU hardware technology has been widely implemented on mobile hardwares, which provides new tools for mobile game developers, but also poses new challenges. In our actual project based on UE4.27, we used hardware ray tracing solutions to achieve shadows and ambient occlusion effects. Due to the heating problem and performance limitations of the mobile terminal, we have adopted a variety of methods to optimize from API calls, acceleration structure construction, and light emitters in shaders. The performance effect is leading and has reached a practical level.

Takeaway

The audience can learn about the current status of mobile ray tracing in the industry and how to use ray tracing to achieve quality upgrades. They can also learn about the comprehensive ray tracing optimization solutions from bottom-level to upper-level applications, and the complete hardware adaptation solutions available. They can also learn about the commonly used optimization suggestions for VulkanRHI in UE and the actual implementation plans for the project.

Intended Audience

This sharing is suitable for people who have basic graphics knowledge and understand the basic principles of hardware ray tracing, and game developers who hope to use ray tracing to improve the graphics quality of mobile games in the future.



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