Bleeding-Edge Effects on Mobile
Video Statistics and Information
Channel: GDC
Views: 19,000
Rating: undefined out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design
Id: c7HBxBfCsas
Channel Id: undefined
Length: 23min 42sec (1422 seconds)
Published: Fri May 22 2020
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
I just watched it a couple hours ago, it is very nice and detailed so kudos for a good job! I can totally see how you would get to appreciate all the "icky" stuff you render.
The possibilities of freeform skinning and attaching physics everywhere you can, will be two tricks to quote from your talk, for sure. The UV painting part was less clear to me than the rest, but people's questions will say if that's really the case.
Amazingly gross and impressive.
As a render programmer myself I salute your willingness to share more techniques with people out there! We really need more stuff like this so people can better understand what's possible through shaders.
Also, a question - wouldn't raymarching limit your audience to like high performance phones? How high are hardware requirements for this thing?
This is fucking phenomenal man, I got really excited watching this and forwarded to my team before I even finished! Really well explained.
I've watched like dozens of GDC videos and this is one of the best ever. Will give your softbody technique a go. Thank you and hope you get a chance to present in person in the coming years!
On another note, it's really cool you guys make realistic mobile games. Feels like expanding the medium. And now you get to make one about doctors in space!
Awesome talk - I really enjoyed it!
Hey u/saiacide Great talk and thanks for sharing everything! I have a mobile question for you if you could please answer! Im currently trying to use dynamic resolution using the ScalableBufferManager.ResizeBuffers for my mobile game on iOS / Android, but when it lowers the resolution the cameras main point is not focused anymore - Have you run into this and do you have any solutions to help out?
I have also tried to make the camera render out to a render texture i can control the resolution scale of, but then shaders / particle effects start breaking heavily.
So main question really is how can i lower the resolution of the game, without affecting the UI's resolution? (Still pretty new to these aspects!) Thank you so much in advance!