Kenny Mitchell
Scaling advanced video game rendering on mobile
With more mobile phones than people on Earth now, Video Games can reach more players on these devices than any other platform. As the range of architectures and device capabilities is wide, developing games that can successfully scale their visuals is key to the experience of each player where ever they are. This talk covers examples of optimized mobile rendering for volumetric and global illumination rendering techniques, and scaling and fallback quality and energy reduction approaches when optimization isn't enough itself as informed by live profiling telemetry information. Often games must scale from the latest high end PCs and consoles to older low end mobiles and this talk considers best fit rendering architectures for best coverage of highest quality visual results for all, adapting workloads to changing content live and some future thoughts on distributed rendering.
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