Vulkan! Powering AAA Experiences on Android
summary
Vulkan on Android gives concrete wins: real projects see about 20% FPS uplift (Fortnite on Note 9), pipeline caching cuts level load from ~5.5s to 0.2s, and subpass use yields a ~6% GPU speedup while saving ~700 MB bandwidth and dropping GPU idle from 1.0ms to 0.15ms. Practical tools are RenderDoc, Streamline and the on-device GPU Watch. ASTC textures and 64-bit builds are recommended; validation layers catch common layout and descriptor mistakes.
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chapters (30)
- 0:00Intro
- 0:22Intro - Samsung Galaxy GameDev
- 1:06Why you should use Vulkan
- 2:30How to enable Vulkan in UE4
- 2:51Build Setup for Android
- 4:09Android SDK considerations
- 5:03Switching between Vulkan and OpenGLES
- 6:34The Vulkan Ecosystem on Android
- 7:29Tools - RenderDoc
- 8:30Tools - Arm Streamline, Snapdragon Profiler
- 10:00Useful Vulkan Features - Present Timings
- 12:01Useful Vulkan Features - Pipeline Cache
- 13:19Pipeline Cache Benefits
- 14:06Useful Vulkan Features - Subpasses
- 19:28Subpass Performance Results
- 19:56Upcoming Vulkan Features - Depth Stencil Resolve
- 21:52Future of the Vulkan Ecosystem
- 24:23Engine version 4.21? How to get Vulkan benefits?
- 25:29(Don't) load and store
- 27:24Vulkan resources hashing
- 28:48Render passes
- 30:22Upload buffer data to GPU
- 31:10Tiling (of images)
- 33:05Layout (of images)
- 35:20Validation layers
- 36:11Power budget: possible cases
- 37:22Performance target
- 38:00Content related advices
- 40:33GPU Watch
- 42:39Thank you for Listening!
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