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Jose Emilio Munoz Lopez (Software Engineer, Arm)
Michael Parkin-White (Software Engineer, Samsung Electronics)
Location: Room 2024, West Hall
Date: Wednesday, March 20
Time: 2:00 pm - 3:00 pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!
Topic: Programming
Format: Sponsored Session
Tutorials: N/A
Vault Recording: Not Recorded
Audience Level: All
Vulkan is poised to change the landscape of graphics and ushers in a new age of visual fidelity for Android devices. However, the API can be quite complex as there are many ways of doing the same thing. But which method is best, and which delivers maximal performance? Working with a range of developers and studios to optimize content, ARM learned a plethora of best practices that work particularly well for mobile.
In this hands-on talk, ARM and Samsung will dive into those best practices applied to real games and micro-benchmarks, comparing the performance impact of different sample code choices.
Attendees will learn about codified best practices for Vulkan and how they impact performance in mobile, with specific game examples.
Included will be a suite of micro-benchmarks showing bad/good implementation of Vulkan constructs, a tutorial explaining what ARM recommend and why; and runnable samples with full source code available online.