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Next game frontier 2014

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Information about Next game frontier 2014
Technology

Published on March 13, 2014

Author: RousseauMichel

Source: slideshare.net

Description

Optimizing 3D assets for mobile and web devices
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Michel Rousseau UI, UX, design evangelist Microsoft France, DPE Be : www.behance.net/MichelRousseau Blog : http://aka.ms/michel Twitter : @rousseau_Michel mirousse@microsoft.com

Ahigh end PC, 6 Go of video memory (GDR5). Ahigh end phone, 2 of lazy DDR3. 3x less.

Ahigh end PC, 16 Go of RAM memory. Ahigh end phone, 1 Go of LPDDR. 16x less.

Ahigh end GB, 2688 logical cores. Ahigh end phone GC , 72 logical cores. 37x less…

The test 3D scene from ENOZONE AR,3Dviz,innovativecontents,… Hill Valley http://enozone.net/index.ht ml

… in a consistent way. … in a single format. … and know how the engine deals with alphas. … reduce pollution.

… in a consistent way.

… in a single format.

… deal with alphas.

…reduce pollution.

…procedural thinking.

…procedural thinking.

… reduce multi-materials. … reduce texturation channels. … delete useless texture maps.

… reduce multi-materials. <inserttheelitebarberdemohere/>

… reduce texture maps. <donotforgettolaunchPhotoshop />

… reduce complex stuff. I mean blend materials. For example.

The goal here is to reduce the complexity of the 3D space. “The less items, the better”

The overall face number is only statistics.

Reduce the faces (polygons). Impostors. Simplify and optimize (Trees). Supress all that is not VERYimportant. <insertthecolumndemohere/>

Beware of special effects. FSAA, anisotropic modes, specific buffers…You’re dead meat. No VBLsynch.

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