With the new year now a distant memory the thoughts of the ARM Mali team turn to the next big event on the horizon: GDC.
Every year, global game developers and industry gurus gather in San Francisco for the world’s largest Game Developer’s Conference. Featuring a vast exhibition and a range of speaking tracks, all the industry players demonstrate the very latest in gaming, development, virtual reality and the breakout new tech of the year. We’ll be there once again with a whole host of awesome developments, tools and talks to help you optimise your mobile games and develop the very best in VR and AR applications.
All the details are below, and we’ll have some great giveaways on the ARM stand, so head over to booth 1924 and we’ll see you there!
Come to booth 1924 to check out all the latest demos:
- Mali Graphics Debugger and optimization tools, the simplest ways to find and resolve any issues with your application
- Come and try our brand new VR demo showcasing all the latest tips and tricks from Anti-Aliasing to Multiview, for a top VR experience
- Enlighten will be showing you their new VR application, and the benefits of real time lighting as well as the next big thing in lighting technology, HDR. High Dynamic Range allows for a deeper, broader colour set providing never before seen contrast and clarity in all light levels.
- Google Daydream has been in the headlines a lot recently so we’ll be showing you how to get the best from ARM Mali in developing for Daydream
- As you might know, we work closely with Unity who will be joining us to show you how to make the most of the Vulkan API in the Unity Engine.
Check in with the experts at our awesome tech talks:
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Date: Wednesday 1st March
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Mobile: The Future of VR |
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Sam Martin, Senior Principal Graphics Architect, ARM Juan Wee, Senior Director, Mobile Platform and solutions, Samsung Electronics Alon Or-bach, Senior Software Engineer, Samsung R&D |
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With the success of Samsung GearVR and recent launch of Google Daydream, mobile virtual reality has taken the consumer center stage. This talk will discuss the mobile VR technology available today, the challenges that mobile VR faces and the technological advances and optimizations available to overcome these challenges. In addition, we’ll cover both the current benefits of the Vulkan API and its potential for future applications. Finally, the speakers will consider how mobile VR technology is evolving and what the future of mobile VR holds for you.
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Date: Wednesday 1st March Time: 2 pm Location: West Hall 3022 |
The Future of Real-Time Lighting: Panel Discussion |
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Remi Driancourt, ATD Lead, Square Enix Moderated by Sean Cleaver, Deputy Editor at Develop. |
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Real-time lighting is a relatively young field within games. It is also one of the most important. As cinematographers have long known, it can make or break the final image, set the mood or enhance the story. But creating real-time lighting in games comes with a unique set of creative and technological challenges. This panel of industry experts will explore current issues in real-time lighting and discuss what the future holds in terms of opportunities and challenges. We will conduct the session in a town-hall style with a moderator and the opportunity for attendees to ask questions to the panel. |
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Date: Wednesday 1st March
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High Quality Mobile VR with Unreal Engine and Oculus |
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Daniele Di Donato, Senior Software Engineer, ARM Ryan Vance, Senior Rendering Programmer, Epic Games Rémi Palandri, Software Engineer, Oculus |
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High resolution and low latency graphics are key to providing VR users with a truly immersive experience. This talk will share tips and best practices for mobile VR on UE4, as well as the latest rendering techniques from UE4.14 onwards and how the graphics pipeline gets the most from the mobile form factor. Finally, the speakers will consider how mobile VR technology is evolving and what we can look forward to in the future of the field. |
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Date: Wednesday 1st March
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Achieving Console Quality Games on Mobile with Digital Legends case study |
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Unai Landa, CTO, Digital Legends Pete Harris, Senior Principal Architect, ARM Jon Kirkham, Staff Software Engineer, ARM |
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In the last 7 years there has been a massive 300x increase in GPU performance and 24x increase in screen resolution, making AAA graphics content achievable on mobile games. This talk will provide a case study of the Afterpulse game to cover the key developer features of the mobile architecture as well as the best coding practices used to achieve AAA graphics content. The session will also cover the most useful developer tools used to detect specific code bottlenecks, and how they were overcome. |
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Date: Thursday 2nd March
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Get the most from Vulkan in Unity with practical examples from Infinite dreams |
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Mikko Strandborg, Graphics Ninja at Unity Technologies Marek, Vice President & Co-Founder at Infinite Dreams Roberto Lopez Mendez, Senior Software Engineer, ARM |
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Developers can achieve key benefits like reduced power consumption and optimized CPU and GPU utilization, enabling richer scene content and an overall increase in game FPS when porting their games to Vulkan. ARM, Unity and Infinite Dreams have teamed up to showcase the tangible benefits provided by the Vulkan API on the Unity engine. Unity will also present a technical deep dive on lessons learned and performance tips used when integrating Vulkan into the Unity rendering pipeline. |
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Look forward to seeing you there!
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