Horrors of Mobile Graphics
summary
The talk examines why real-time graphics on modern mobile devices lag behind consoles and PCs despite comparable hardware. It discusses practical challenges and surprising constraints when developing with OpenGL ES and DirectX, common performance problems and fixes, techniques developers use to squeeze out milliseconds, and prospects for improvement with next-generation APIs Vulkan and Metal.
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chapters (14)
- 0:00Introduction
- 1:05Mobile GPU performance
- 3:33What are shaders
- 15:20GPU history
- 19:42OpenGL/DirectX horror
- 26:50Profiling tools horror
- 30:47Overheating horror
- 37:13Hardware diversity problem
- 39:00Modern APIs: Vulkan Metal DX12
- 44:01Better profiling tools
- 45:45Cooling solutions
- 48:13Handling hardware diversity
- 49:37Conclusion and outlook
- 50:59Q&A
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