UE4 Study Notes (vi): Next-generation mobile platform rendering technology

Source: Internet
Author: User

In 2014, UE4 suddenly took out 3 mobile platforms of Techdemo, respectively Soul:http://www.youtube.com/watch?v=jzgrbgb-fog Zen garden:http:// Www.youtube.com/watch?v=OK_gtNJ0Olk Rivalry:http://www.youtube.com/watch?v=jasgf9k7eyq (PC version porting)

From 2012 to 2014 for three years, the computational power of the mobile GPU has increased by more than more than 10 times times from hardware Gflops view: http://kyokojap.myweb.hinet.net/gpu_gflops/ At present, the high-end GPU computing power of mobile devices is almost Xbox360 and PS3, although the memory bandwidth may still be limited at this stage, but through certain optimization, to achieve the AAA level of the picture has become a reality that is, in the next one or more years, Games that match Xbox360 and PS3 images can be seen on mobile devices, which means that mobile games are about to enter a boutique era, and the corresponding production threshold will be higher.
Back to the technical hardware evolution is not just performance, from the API, MRT and FP16/FP32 texture support means that the rendering pipeline is no longer only a simple forward Rendering, but can implement deferred Rendering ( The current bandwidth is still not good, the future can be considered), more post effect will follow
However, at this stage, UE4 Mobile renderer still joined a large number of estimates, so that the performance and graphics can achieve good results: physically Based shading Model can be used on mobile devices with the PC version of the common material, This is a huge improvement over UE3 (no need to adjust two sets of parameters when making) Https://www.unrealengine.com/blog/physically-based-shading-on-mobile
HDR & Linear Color Space FP16 's frame buffer, which does not support the use of the format RGBA8 simulation http://www.slideshare.net/ozlael/ Hable-john-uncharted2-hdr-lighting
HDR directional lightmaps also known as Radiosity Normal Mapping (rnm), UE3 with HalfLife2 technology, you can bake normalmap the light and shade http://www2.ati.com /developer/gdc/d3dtutorial10_half-life2_shading.pdf
Signed Distance Field Shadows is also precomputed and can achieve high-quality soft shadows http://www.tomlooman.com/distance-fields-unreal-engine/
Image Based Lighting uses RGBM encoded CUBEMAP, but only one object can be used at a time, so there may be minor flaws in neighboring Reflections Post processing Pipeline Depth of Field Vignette Bloom light shafts Film tonemapping Grain anti-aliasing (non-MSAA) Terrain continuous LOD
Take Soul Demo As an example, you can see the technical level of the PC game is not lost: 490MB installation package 400 Draw/frame 400,000 triangle
ReferencesHttps://de45xmedrsdbp.cloudfront.net/Resources/files/GDC2014_Next_Generation_Mobile_Rendering-2033767592.pdf

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