Unreal Engine Tutorials

Unreal Engine 4 on Arm architecture
Vulkan on Mobile with Unreal Engine 4: Case Study


Unreal Engine 4 on Arm architecture

Jesse Barker, Principal Software Engineer, Arm; Marius Bjorge, Staff Engineer, Arm; Niklas Smedberg, Senior Engine Programmer, Epic Games; Brad Grantham, OpenGL Developer, Arm

This talk introduces the latest advances in features and benefits of the Armv8-A and tile-based Arm Mali GPU architectures on Unreal Engine 4, allowing mobile game developers to move to 64-bit and the improved instruction set. The talk also includes important battery-saving techniques, a major strength of the Arm Mali architecture, specifically designed for mobile devices, as well as covering other Arm features and tools integrated into Unreal Engine 4.


Vulkan on Mobile with Unreal Engine 4: Case Study

Marius Bjorge, Staff Engineer, Arm; Daniele Di Donato, Senior Software Engineer, Arm; Niklas Smedberg, Senior Engine Programmer, Epic Games; Jungwoo Kim, Principle Engineer, Samsung Mobile Graphics Team

Learn how to prepare your graphics engine for Vulkan, outlining Vulkan’s high-performance graphics and compute interface implementation and benefits for mobile platforms. Showcasing the performance benefits achieved in Unreal Engine 4 by using Vulkan, enabling Unreal Engine developers to bring higher quality graphics to mobile platforms.

The talk also covers Arm CPU & GPU features and architecture and the add-on features that Vulkan provides to increase overall system performance and power efficiency.