The Horrors of Mobile Graphics
summary
Explains why real-time graphics on mobile devices lag behind consoles and PCs despite comparable hardware, focusing on practical issues encountered when using OpenGL ES and DirectX on mobile. Describes common performance problems, concrete techniques developers use to save milliseconds, and the potential improvements offered by newer APIs Vulkan and Metal.
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chapters (13)
- 0:00Introduction
- 1:30Mobile vs console performance
- 3:37Shader demos
- 13:02GPU history
- 16:43Old API problems
- 23:26Poor dev tools
- 25:16Overheating and throttling
- 31:00Mobile chip variety
- 31:43New graphics APIs
- 34:50Fixing tool issues
- 37:00Cooling solutions
- 38:27Game graphics settings
- 41:17Conclusion
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