Performance A Case Study: Post Processing Effects at 60 FPS on Mid-Range Smartphones In 2017, we started a cooperation with Arm [https://www.arm.com/], the UK-based chip designer, whose chips are found in over 95% of the world's smartphones. Initially, the motivation for
Rendering The AAA Graphics of Spellsouls: The Journey to 60FPS on Mobile - Unite Austin 2017 Listen in on how we created a PBR-like shader that runs on mobile, scaled the game across a wide range of devices (low-end toasters included), and all the other various optimizations we implemented necessary to reach silky-smooth 60FPS.
Rendering The Real-time VFX of Spellsouls - Unite Europe 2017 Learn how to raise the quality bar and optimize VFX for real-time usage on mobile devices.
Rendering Lightmapping Top Eleven Ground in Unity 5 In a nutshell, lightmapping is a technique used to store lighting information into textures, for example shadows, lights and light bounces.
Rendering Writing Shaders - Unite 2015 In this informative talk, Yilmaz Kiymaz explains the basics of shaders, how they work and how they're written.
Performance Mobile Optimisation Techniques - Unite Europe 2015 Together with Tomislav Rakic, I explain the optimization techniques that we used to bring Top Eleven 2015 to a wide range of devices.