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CRYENGINE

Talkat Android Game Developer Summit 2018 · on Monday, 2018-05-07· [game-development]
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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.

AI-written summary · about

  1. 0:00Intro
  2. 0:25About Robinson
  3. 1:58Android port
  4. 11:10HLSL Shaders
  5. 12:58Early adopter issues
  6. 15:11Challenges: Samsung S7 edge vs PS4
  7. 19:06Rendering Framework
  8. 21:03Micro GBuffer
  9. 24:09Pipeline Optimizations
  10. 26:52Conclusion: Games on Android
  11. 30:11Conclusion: Vulkan on Android
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