Vulkan - Powering AAA Experiences on Android - Unreal Fest Europe 2019 - Unreal Engine

Vulkan - Powering AAA Experiences on Android - Unreal Fest Europe 2019 - Unreal Engine

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Intro

1 of 30

1 of 30

Intro

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Vulkan - Powering AAA Experiences on Android - Unreal Fest Europe 2019 - Unreal Engine

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  1. 1 Intro
  2. 2 Intro - Samsung Galaxy GameDev
  3. 3 Why you should use Vulkan
  4. 4 How to enable Vulkan in UE4
  5. 5 Build Setup for Android
  6. 6 Android SDK considerations
  7. 7 Switching between Vulkan and OpenGLES
  8. 8 The Vulkan Ecosystem on Android
  9. 9 Tools - RenderDoc
  10. 10 Tools - Arm Streamline, Snapdragon Profiler
  11. 11 Useful Vulkan Features - Present Timings
  12. 12 Useful Vulkan Features - Pipeline Cache
  13. 13 Pipeline Cache Benefits
  14. 14 Useful Vulkan Features - Subpasses
  15. 15 Subpass Performance Results
  16. 16 Upcoming Vulkan Features - Depth Stencil Resolve
  17. 17 Future of the Vulkan Ecosystem
  18. 18 Engine version 4.21? How to get Vulkan benefits?
  19. 19 (Don't) load and store
  20. 20 Vulkan resources hashing
  21. 21 Render passes
  22. 22 Upload buffer data to GPU
  23. 23 Tiling (of images)
  24. 24 Layout (of images)
  25. 25 Validation layers
  26. 26 Power budget: possible cases
  27. 27 Performance target
  28. 28 Content related advices
  29. 29 GPU Watch
  30. 30 Thank you for Listening!

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