HMS Core Insights first phase of the live review-explain the profound things in a simple way, innovative technologies and developers to jointly promote the development of the industry!

The first live broadcast of HMS Core Insights-"The era of high-definition mobile games driven by innovative technology" has been successfully concluded on March 10th. I believe there are still many small partners who are still unfinished. Let’s review the golden sentences of this live broadcast. Right!

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Content review

Exploration: the evolution and trend of graphics rendering technology

Deep plowing: the road to balance rendering effects and performance/power consumption

Practice: Challenges in the development of the Vulkan version of "Tianyu"

Outlook: CG Kit's future technical plan

expert's point

Mark-Huawei graphics eco-technical expert:

The copy algorithm cannot make the image quality of the mobile terminal comparable to that of the PC terminal. The focus is to distinguish unnecessary high frame rate scenes, make good use of subtraction, and retain the original image feel as much as possible while greatly reducing the amount of calculation.

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Yang Yang-TA Manager of NetEase Game Yinglong Studio Engine:

The key to the relative balance of high image quality, high frame rate and low power consumption is to set the benchmark frame number and design the rendering scheme under the standards of high image quality requirements, and maintain strict performance awareness.

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Wonderful Q&A

Q1: In the field of mobile graphics rendering, what are the main difficulties and challenges?

A: The graphics rendering capability of the mobile terminal focuses on deep digging of software technology. Vulkan is currently the most advanced graphics interface on the Android platform, but because Vulkan opens up more low-level functions, it has higher technical requirements for developers; while the Vulkan graphics standard was launched late, the industry has not yet explored a mature use plan. These two points are currently the main challenges for developers in the process of use.

Q2: Based on Vulkan's rendering technology, which scenes are mainly suitable for?

A: Vulkan has inherent advantages for rendering 3D scenes that contain a large amount of model data and a large number of material types, such as large outdoor scenes or games with many dynamic models, and AR/VR-type 3D graphics applications.

Q3: How to solve the problem of game lag in high frame rate mode?

A: The high power consumption and heat caused by the high frame rate will trigger the chip's frequency reduction when it accumulates to a certain level, which will cause the game frame rate to suddenly decrease and cause lag. Developers can consider reducing the number of frames when unnecessary to slow down the hardware heating process, so as not to trigger frequency reduction.

Q4: How to balance the relationship between high image quality, high frame rate and low power consumption?

A: Mobile game developers must sort the three priorities according to the actual situation of the game product, and make targeted subtractions. For products pursuing high image quality, you can strictly limit the number of reference frames, and use technical solutions such as super-segmentation to reserve enough performance and power budget for the hardware; for products pursuing high frame rates, you can reduce the material effect by reducing the material effect. Using baking technology to reduce post-processing effects and other methods to strictly control the power consumption of a single frame, so that the game screen is stable and smooth.

Learn more
If you are interested in CG Kit, please visit the official website of CG Kit for more technical details.

Click on the official website link to learn more about HMS Core open capabilities

Welcome to follow more Insights live broadcasts in the future


Original link: https://developer.huawei.com/consumer/cn/forum/topic/0202512114535220282?fid=18&pid=0302512114535220150

Author: HUAWEI-HMS Core

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Origin blog.csdn.net/weixin_44708240/article/details/114842311