Get the most from Vulkan in Unity with practical examples from Infinite dreams

Roberto Lopez Mendez, Senior Software Engineer, ARM. Marek Wyszyński, VP & Co-Founder, iDreams, Mikko Strandborg, Vulkan Lead, Unity.

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.

Watch the video on the GDC Vault site.

Get the Most Out of Mobile with Vulkan and MGD in Unity

Roberto Lopez Mendez, Senior Software Engineer, ARM.

The Unity release v5.6 integrates Vulkan. The talk reviews the benefits Vulkan brings to Unity developers when running Vulkan on ARM CPUs and GPUs. A practical case study using Sky Force Reloaded from Infinite Dreams showcases these major benefits of Vulkan vs OpenGL ES. The latest Unity release Unity 5.6 can build Android applications with support from the ARM Mali Graphics Debugger to help developers to optimize their mobile games. The new highly simplified workflow to trace Vulkan and OpenGL ES applications with MGD is presented.

Achieving High Quality Mobile VR in Unity

Roberto Lopez Mendez, Senior Engineer, ARM and Carl Callewaert, Americas Director & Global Leader of Evangelism, Unity

This talk discusses how high-quality VR graphics can be achieved on mobile devices by using Unity’s native VR support, showcasing the experience of porting ARM’s Ice Cave demo to Samsung Gear VR. It will also cover highly optimized rendering techniques for shadows, refraction and reflections based on local cubemaps, as well as how to render stereo reflections to achieve high quality reflections in VR.


Enhancing your Unity Mobile VR experience

Roberto Lopez Mendez, Senior Engineer, ARM and Carl Callewaert, Americas Director & Global Leader of Evangelism, Unity

How to get the most out of Unity when developing VR for mobile platforms, as we share the experience of creating a VR version of our Ice Cave demo. Some highly optimized rendering effects developed in the Ice Cave demo are discussed.

The presentation also covers VR integration into the Unity graphics pipeline along with important mobile VR game design advice and best practice.


Enhancing your Unity mobile games

Roberto Lopez Mendez, Senior Engineer, ARM

This tutorial goes through the latest Unity v5 features and how to get the most out of Unity when developing under the unique challenges of mobile platforms. The workshop will show students a new way of rendering dynamic real-time shadows based on the use of static local cube textures. This innovative technique allows a dramatic improvement in performance and quality when rendering shadows, which is especially relevant on mobile devices where the use of available resources must be carefully balanced.

Setup Guide for Unity


Reflections in Unity using Local Cube Maps

Roberto Lopez, Senior Engineer, ARM

By the end of this workshop you will have learned the concept of local cubemaps, how to simply and cheaply simulate realistic environment reflections, how to implement reflections based on local cubemaps in the shader, how to create, import and export local cubemaps in Unity and how to apply filters to cubemaps to achieve different effects.


Profiling Unity Games on Mobile Platforms

Angelo Theodoru, ARM

In this short presentation a Unity application composed of different scenes will be analysed in order to show how to interpret profiler data.


Optimizing Unity Games for mobile platforms

Angelo Theodorou, Software Engineer, ARM

How to use ARM Mali developer tools to optimize your mobile games and applications built on the Unity Engine.