CRYENGINE
summary
A partial port of Robinson runs on an S7 Edge at about 45 fps (Nexus 6P / Adreno fails), after ripping out SDL GL init and creating native Vk surfaces and swapchains; Vulkan early-adopter problems include four descriptor tables per stage, missing texture formats and SNORM targets, and depth-format quirks (D16 fallback). To hit bandwidth limits the GBuffer collapses three targets into one alternating-pixel micro-GBuffer and HDR precision is reduced; shader toolchain moves from HLSLCC to DXC, four engineers spend ~one month to get a working deferred, physically‑based renderer, but stereo VR would drop to ~20 fps.
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chapters (11)
- 0:00Intro
- 0:25About Robinson
- 1:58Android port
- 11:10HLSL Shaders
- 12:58Early adopter issues
- 15:11Challenges: Samsung S7 edge vs PS4
- 19:06Rendering Framework
- 21:03Micro GBuffer
- 24:09Pipeline Optimizations
- 26:52Conclusion: Games on Android
- 30:11Conclusion: Vulkan on Android
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