~/talk

ARK on iOS: Coding and Design Tips

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [game-development]
links:none on file
slides:none on file

ARD on iOS targets iPhone 7-class devices (≈1 GB usable RAM) at 25 FPS by cutting rendering and memory tenfold: tiled mobile GPUs force many small render passes (≈12×), draw calls and foliage are halved, materials are reduced to under 50, and a full content rethink shrinks a 100 GB PC install to ~2 GB mobile assets. Engineers switch to PVRTC2, make Android Vulkan-only, convert hard refs to soft refs with an asset manager, rewrite movement with async traces, and ship a $4/month Primal Pass—the result: 10M downloads, ~300k DAU, ~$20 average buyer revenue, and a working live-service mobile port.

AI-written summary · about

  1. 0:00Start
  2. 10:52Tiled Renderer
  3. 13:20Graphics Reduction
  4. 17:09Memory Reduction
  5. 18:44CPU Reduction (Game)
  6. 20:15CPU Reduction (Rendering)
  7. 21:37CPU Reduction (Engine Optimizations)
  8. 23:22CM Integration
  9. 24:39Influencer Partner Program
  10. 27:11Our Buyers: Everyone!
  11. 27:44Broad Monetization Targeting
  12. 29:12Primal Pass
  13. 30:27Free-to-Play Technical Considerations
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