Making high fidelity Android games possible with Vulkan
summary
Vulkan cuts driver overhead and enables multi‑threaded rendering so CPU use and power drop; a CRYENGINE demo even runs on a Pixel 3. GPU-assisted validation injects SPIR‑V range checks at CreateShaderModule and emits human‑readable logs to catch dynamic errors. Driver tuning drops a heavy Fortnite frame from ~29 ms to ~22 ms and a sample pipeline‑barrier fix cuts a 62 ms frame to 40 ms. Unity games go 42→60 FPS, Honor of Kings 41→53 FPS, and Streamline offers a starter edition for profiling. GPU-assisted validation and CRYENGINE demo on Pixel 3 are shown.
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chapters (25)
- 0:00Start
- 9:01The Vulkan Ecosystem It's complicated...
- 11:04Conformance test coverage
- 21:24Example: load/store operations
- 23:49Graphics Analyzer GPU API Debugger
- 24:26Streamline Performance Analyzer
- 26:54Gaming Experience
- 27:07Limitation in Mobile
- 27:34Optimization New Technologies
- 28:42Partners
- 29:01Locations and Resources
- 29:244 Key Areas
- 29:54GPU Driver
- 30:52Game Engines
- 31:17FINAL FANTASY XV POCKET EDITION
- 31:42Example: Pipeline Analysis
- 32:04Pipeline Barriers : Overview
- 32:45Pipeline Barriers : Optimal Case
- 33:19Pipeline Barriers : Comparison
- 33:36Honor of Kings
- 34:00Render Pass Load/Store Optimization
- 34:16Hundred Soul
- 34:49PUBG MOBILE
- 35:04Descriptor Sets : Dynamic Offset
- 38:41GameDev : Final Goal
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