~/talk

UE Mobile Rendering Update: Recent Enhancements for Modern Mobile Devices

Talkat Unreal Fest 2022 · 2022-10-17..10-20· [game-development, web-performance]
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Unreal Engine 5.1 ships a production-ready mobile deferred shading mode (design for tile GPUs) and a reworked forward plus path; deferred reduces pixel shader cost (example material: 147 → 34 instructions), cuts shader library size modestly on Fortnite’s Vulkan build, and shows fewer hitches in 20‑minute Android replay tests with better MVP and lower CPU work. Limits: GBuffer fits 16 bytes and four color targets so normals use octahedral encoding (no blended normal decals). MobileFSR runs EASU ~1 ms + CAS ~1.5 ms on a Pixel 4; try deferred if not using precomputed lighting and enable MobileFSR for cheap GPU savings.

AI-written summary · about

  1. 0:00Start
  2. 6:16Mobile deferred shading mode (5.1)
  3. 6:51Forward vs deferred shading
  4. 8:05Exclusive features for mobile deferred shading
  5. 9:40Decal rendering limitations in deferred mode
  6. 10:31Differences in shaders
  7. 13:06Performance in Fortnite
  8. 22:58Shading models optimization
  9. 30:49Editor mobile preview improvements (5.1)
  10. 33:36Mobile shader compiler changes
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