~/talk

Vulkanized: Mobile Game Optimization Techniques

Talkat Samsung Developer Conference 2019 · 2019-10-29..10-30· [web-performance]
name:Wei Yao
links:none on file
links:none on file
slides:none on file

Practical Vulkan tips and measured wins: implement generated unique IDs for objects to avoid handle reuse bugs and cheap garbage work; persist and pre-load a pipeline cache pre-load/save to avoid IO stutters and note switching pipeline compilation to all cores doubled pipeline build speed on a Galaxy S8; allocate big buffers and a ring buffer + fences for per-frame uniform data and cache descriptor sets or use dynamic uniform buffers to avoid per-draw updates; replace multi-pass deferred shading with subpasses for an observed 8× speedup and 14% GPU time drop.

AI-written summary · about

  1. 0:00Introduction and caching
  2. 2:30Pipeline management
  3. 5:21Memory and descriptor sets
  4. 7:27Dynamic uniform buffers
  5. 8:41Command buffer optimization
  6. 10:15GPU pipeline synchronization
  7. 11:56Render pass efficiency
  8. 15:02Subpass optimization
  9. 16:47Conclusion and closing
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