Unity Presentations

Presentations from events such as Game Developers Conference and Unity's Unite event series. 

Unite Copenhagen 2019 - How to Improve Visual Rendering Quality in VR in Unity

Ryan O'Shea - Software Engineer - Arm

Virtual reality (VR) is a new way to deliver thrilling and engaging content and allows for a deep level of immersion. Despite this, VR, especially on mobile, currently has several limitations. Ways of mitigating these limitations include optimal alpha compositing approaches, texture filtering techniques and bump mapping methods for use with VR content. In this in-depth talk, technology company Arm will outline how to improve the rendering quality of your VR content, describing the most common pitfalls and bad practices, before providing clear examples and mitigation solutions of how to best overcome them.

Unite Berlin 2018 - Attaining Post-Processing Effects on Mid-Range Smartphones

José Emilio Muñoz López (Software Engineer, Arm)Đorđe Đurđević (Senior Software Development Engineer, Nordeus)

Arm and Nordeus explain how to profile your game using the Arm tools, alongside identifying and resolving pipeline bottlenecks with targeted optimization (e.g. shaders). Using “Spellsouls: Duel of Legends” as a case study, we look at how to optimize the rendering pipeline and budget for efficient post-processing effects such as bloom at high FPS.

GDC 2018 - Porting Apex Construct to Mobile with Fast Travel Games

Our work involved some general content optimisation, including a script for baking vertex-painted materials to use a single texture, plus scene simplification, batching, vertex reduction (done by FTG).

We also ported the 6DOF experience, given from positional tracking, using ARCore along with GearVR.

Unite Austin 2017 - Know your Limits: Understanding GPU Budgets in Mobile Game Development

Roberto Lopez Mendez, Senior Software Engineer, ArmRafael Ferrari, Skullfish Studios

A talk presented at Unite US (Austin) 2017 in October. Roberto and Rafael present a comprehensive guide to understanding GPU budgets in mobile game development. Roberto gives an introduction to VR opitimizations and best practices. Skullfish present a short segment on planning and optimization using GPU budgets and Mali Graphics Debugger on Lila's tale, a popular mobile game. 

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

Roberto Lopez Mendez, Senior Software Engineer, ArmMarek Wyszyński, VP & Co-Founder, iDreamsMikko 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.

Achieving High Quality Mobile VR in Unity

Roberto Lopez Mendez, Senior Engineer, ArmCarl 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.