Bringing Large Scale Console Game to iOS
The Bard's Tale
Why?
Device are fast enough
Market segment is not as crowded
Hugh potential user base
Rich back data log of content
Potentially very low cost
Session1: port process
- application framework
- development workflow
Session 2 port-port
- performance/memory opt.
OpenGL Cocoa Touch App
Bring it all together
Workflow: Data deployment
OpenAL
limit 32 active sources, DirectSound 256 channels on XBOX
-Sluggish
-5.8G -> 2Glimited on iOS
60Hz?
- terriable for battery life
30 Hz
- Game may depend on 60Hz
Hybrid
- 60hz, functionsliity intact
- 30hz : low GPU/ save energy
-60hz, at 5th device is optional
VFP??
Candidate for NEON SIMD
SGX GPUs: a few stats
Render opt.
-minimal vertex format size
-texture size and mipmapping
Alpha test and SGX
- Fragment discard expensive
-huge impact on fill rate
-use alpha blend at all costs
Eliminating Alpha blending
-sorting issue
-automatic material separation
- evaluate polygon pixel coverage
-separate into: opaque/transparent
load time sorting
-resort all base on alpha
-sort alpha and write depth
per device opt.
-less effect, less polygon
-reduce RT
-shader LOD on low end
- rigid/smooth skinning
- less lights
-half native resolution
downsampling and non power to texture
Bundle size
-OGG compression
-texture compression and reduction
-mipmap chain removal
-remove DVD-ROM redundant data
Adding iOS features:
- ObjC
-Require calls to be made on main thread
iCloud
- File system directly
- new complications
-hybrid solution to iCloud client
- use iCloud as a dropbox
- game save data
- culled at high level
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