GDC 2015: “Enhancing Your Unity Mobile Games (Presented by ARM)” by Carl Callewaert of Unity Technologies, Roberto Lopez Mendez of ARM, Tony Prosser of Realtime UK, and Angelo Theodorou (@encelo?) of ARM https://gdcvault.com/play/1022408/Enhancing-Your-Unity-Mobile-Games

I thought this presentation was mostly useless.

The first presenter’s section was so high-level that I didn’t get anything from it. They covered topics like “mobile devices use batteries” and “when you optimize, focus on the performance bottleneck.”

1/6

Enhancing Your Unity Mobile Games (Presented by ARM)

The ARM Guide to Unity shows developers how to get the most out of Unity when developing under the unique challenges of mobile platforms.The talk offers a preview of the next release of the ARM Guide to Unity and highlights the most relevant...

And “mobile devices don’t have as much bandwidth as desktop devices, so consider using texture compression.”

They did say one thing I thought was interesting: 4x MSAA is free on Mali GPUs. Perhaps they have some kind of lossless compression support that they use under the hood? Such support is quite common; I wish they could talk more about that.

The next presenter described adjusting reflection cubemaps so they align better, and then applying this principle to shadows.

2/6

I’ve heard about this technique before, but I’ve never studied it, so I appreciated the explanation. They described that you actually use ray tracing to figure out where to sample the cube map. You use proxy geometry, and shoot a reflection ray from the point of reflection into the proxy geometry. Depending on where it hits, you sample a different location in the cube map.

(This explanation didn’t make sense to me, though: wouldn’t you need a BVH for the proxy geometry?)

3/6

@GDCPresoReviews depending on the simplicity of the proxy geo you don’t need a BVH. like, if it’s just a cube, six ifs will do the trick

@rrika

Ah, got it 👍

I had a feeling it was something like that, because the geo in their demo was really simple