Development and Optimization of GearVR games using Unreal Engine

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1. Development and Optimization of GearVR games using Unreal Engine 2. Who am I? ã Professional Games Developer since 2008 ã Mostly working on mobile games ã First…
  • 1. Development and Optimization of GearVR games using Unreal Engine
  • 2. Who am I? • Professional Games Developer since 2008 • Mostly working on mobile games • First worked with VR development in 2014
  • 3. • Unreal Engine • GearVR • GearVR Games • Optimization
  • 4. Unreal Engine • Created for the game Unreal in 2008 • • Currently in the 4th version
  • 5. Unreal 4 • Released in 2012 • We did chose it for the “Dinos do Brasil” project • Excelent lightning and materials • Good VR support at the time
  • 6. Unreal 4 for GearVR • We had familiarity with it • Some mobile optimizations that Unity3d had weren’t availble on it. • Even so, we delivered a game that had a good reception and paid its development
  • 7. GearVR • Virtual reality headset from Samsung in colaboration with Oculus • Has lenses, interial sensor, a trackpad and one or two buttons • Its brains is compatible Samsung Galaxy Phone
  • 8. GearVR
  • 9. GearVR • A bit more than a plastic box with some lenses • Has the same intertial sensors than the rift, way more acurate than the phone ones
  • 10. GearVR • A Back button and a trackpad • Optional Controllers
  • 11. Gameplay • The player can look at virtual objects • They have acces to a trackpad • The back button has limited use • The user can have a joypad or motion controller(Not required)
  • 12. Think your gameplay • The player can gaze at virtual objects and interact using the trackpad as big button
  • 13. Think your gameplay • Moving the head can have direct action in the game. • But, just orientation
  • 14. Think your gameplay • Although it can be not very acurate, you ca use gestures in the trackpad
  • 15. Thinking about performance • Low framerates induce more VR Sickness • You want that the players have a good experience with your game
  • 16. Thinking about performance • The GearVR has Asynchronous TimeWarp, which translate the image based on head movements • Animations and head locked objects can look strange • Black borders
  • 17. Thinking about performance • Oculus will reject your game
  • 18. Thinking about performance • Ideally you will want to run at 0 or 1 CPU and GPU levels • You don’t want to see this screen
  • 19. Galaxy S6 • Weakest, and cheapest, device compatible with the GearVR consumer edition • Our perfomance target
  • 20. Galaxy S6 • 2 CPU cores at up to 1.5 GHz • 8 GPU “cores” at up to544MHz • Will overheat in about 10 minutes at those frequencies
  • 21. Profiling on GearVR • Android device monitor • Stat Unit • stat startfile (SD/UE4Game/nomeDoJogo/Saved/Profiling/UnrealStats/level/level.ue4 stats) • Other stat commands work, but reduce performance and are hard to read
  • 22. Problems • Number of drawcalls • Number of ticking objects • Move overlap Events • Shading cost
  • 23. Drawcall • The engine defines some properties and send then to the GPU • The data goes through the driver
  • 24. Drawcalls • Common mobile problem • Each Mesh/Material sends a drawcall • Avoid more than 50 in the same frame • Don’t go over 100
  • 25. Drawcalls • Unreal doesn’t batch meshs • One could ask an artist to merge then • Or you could try the merge actors function of the Editor
  • 26. Drawcalls • Avoid many materials on one object • Avoid many objects
  • 27. Drawcalls • One trick we used was rotating the wheels using the vertex shader • Based on the Robot Recall Blimps
  • 28. The wheels keep on turning
  • 29. The wheels keep on turning
  • 30. Tick • In our second game we had many moving objects • Each one moved itself on its tick event • We put managers to handle objects movement
  • 31. Tick • This cut about 3ms of our processor time • Still not enough
  • 32. C++ • The enemies manager was moved to C++ • This reduced our processing time in another 2ms • Those changes moved our game time from 14ms to 9ms per frame
  • 33. Move Overlap •The device was still heating up pretty rapdly •Next thing we noted on our profiling was the time updating the overlaps
  • 34. Move overlap • Each moved objevt moved its collision mesh • After that all collision and overlap events were recalculated
  • 35. Move Overlap • Our game could ran on simplified physics model • All the collision detection was then done on our custom code
  • 36. Move overlap • We also turned off the option to generate Overlap Events in each one of our game objects • Our game time was further reduced to about 6ms
  • 37. Nativization • Since the version 4.12 Unreal Engine has an option to nativize the blueprints • We had already experimented some success using this feature in another project
  • 38. Nativization • But the project wasn’t packaging using it • Later we found that accesing enums in level blueprints caused it.
  • 39. Nativization • Moved the enum access to other classes, then it worked • With nativization we cut another 1.5ms • Probably would’ve be more if we weren’t already doing things in C++
  • 40. Other things • We also started moving some distant objects at 30fps • And stopped moving meshes while they weren’t being seen
  • 41. Results • After all those optimizations, the game was taking only 4ms to process the gameplay • Good in keeping the framerate and also minimizing the overheat
  • 42. Graphics • We wanted missions in different times of day • We even thought about adding some missions from the sunset until evening
  • 43. Graphics • Early in the project we decided to keep the player somewhat static and move the world • It is a game about avoiding other cars and it would be kind of boring if those cars were static
  • 44. Graphics • This made using lights baked by the editor infeasible • We tried dynamic and stationary lights
  • 45. Graphics • At first we were below even 30fps • Turning the shadows off increased performance to 45 fps • With a bit more optimization we reached 50fps
  • 46. Graphics • But we needed 60fps • We forego using the Unreal Lightning pipeline and implemented our own • Once again based on the Robot Recall Blimp
  • 47. Graphics • We used the material editor to shade our objects
  • 48. Graphics • On some materials we didn’t use normal mapping and abused a bit the material editor
  • 49. Graphics
  • 50. Graphics • We run our gameplay scene in unlit mode
  • 51. Graphics • Our draw distance is relatively short • We then made the objects show up smoothly
  • 52. Graphics
  • 53. Graphics
  • 54. Graphics • In mostly static scenes you can use static lights • Then, for objects with a little movement you can use this option • Remember to set a big enough lightmap resolution
  • 55. Graphics
  • 56. Graphics
  • 57. Thanks! • Questions? • @vvecchi (mostly in portuguese) •
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