~/talk

The Real Performance Characteristics of Mobile Devices

Talkat GCAP 2016 · 2016-11-01..11-02· [game-development, web-performance]
links:none on file
slides:none on file

Mobile devices hit hard ceilings from power and thermal limits — e.g. iPhone 6s <4W vs laptop CPU ~50W + discrete GPU ~122W — so desktop-class graphics aren’t practical without heavy compromises. Tile-based GPUs (PowerVR) do hidden-surface removal but suffer expensive tile flushes and alpha/blend pitfalls; render-order changes can halve frame rate (30 → 15 on iPhone 4s). Real game case: Need for Speed targets 30fps with 100–1000 draws per frame, uses Havok, dynamic cube maps, and downloads quality presets. Draw calls reduced ~60% with Metal; Vulkan gives gains but drivers remain fragile.

AI-written summary · about

  1. 0:00Start
  2. 0:10What is this talk about?
  3. 1:39Introduction
  4. 7:20Building a game for mobile: the CPU
  5. 13:20Architectural Oddities
  6. 33:01Performance Enhancers
  7. 44:20Dialing it up to 11: High Performance APIs
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.