REAC 2023 DAY 1 Modern Mobile Rendering @ HypeHype

  Рет қаралды 7,864

Rendering Engine Architecture Conference

Rendering Engine Architecture Conference

Күн бұрын

HypeHype’s new renderer has been designed from the ground up for Vulkan, Metal and TBDR mobile GPUs. Efficiency has been the key design principle. Most of the repeated work traditionally done at draw call frequency is gone. Pipelines and bind groups are precreated and data update is fully separated from drawing. Our command stream carries only the metadata. Simulation writes the actual data directly to persistently mapped GPU pointers, bypassing all data translation costs. This design allows us to hit stable 30 fps on low end Android phones in complex 10,000 draw call scenes.
This talk will discuss various renderer design choices, data layouts and optimization tricks and show how these affect the performance on ARM, Qualcomm, PowerVR and Apple GPUs.
Speakers:
Sebastian Aaltonen has over 20 years of experience in graphics rendering technology. His main focus areas are engine architecture, low level rendering APIs, performance optimization and GPU compute. Sebastian was pioneering GPU-driven rendering development at Ubisoft and distance field ray-tracing at Second Order (Claybook). He was leading Unity’s DOTS rendering team until he joined HypeHype to rebuild their mobile rendering technology.

Пікірлер: 3
@hexops
@hexops 7 ай бұрын
Great talk and super interesting work Sebastian
@abdullahamrsobh
@abdullahamrsobh 10 ай бұрын
In 33:45 when pool.get(handle) checks the generation counter, it would possibly invalidate the cache, wouldn't that defeat the idea of pools of cold and hot soa?
@djmips
@djmips 6 ай бұрын
The caching is not so simple, and I think the generation counter array won't be accessed as often as the truly hot data but more often than the cold data. It won't kick the hot data out of cache.
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