GDC 2014: Optimizing Your Game for Energy Efficiency (Ronan Synnott, ARM)
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Helsinki FI   17, Oct — 25, Oct
London GB   22, Oct — 23, Oct
Singapore SG   23, Oct — 25, Oct
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San Jose US   25, Oct — 26, Oct
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Love your stuff! thanks for the info. You achieve surprising graphics using Unity which is great news.

is that images related to coc generals 2? zero hour ?

by Nils Arenz
17 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

GDC 2014: Optimizing Your Game for Energy Efficiency (Ronan Synnott, ARM)
4 February, 2015
Events

GDC 2014: Optimizing Your Game for Energy Efficiency (Ronan Synnott, ARM)



ARM Ronan Synnott talked about optimizing the game for energy efficiency with DS-5 Streamline, at the in-booth lecture theatre session of GDC 2014.

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