[Music] welcome up onto the stage the lovely Elena for to discuss Mobile gaming with the Unreal Engine uh performance optimization and fortnite mobile thank you for coming here I'm very happy to be here ER okay I will I will need some seconds to get used with that okay so H I'm here to talk about Mobile gaming with an real engine and uh we will get to the performance optimization and how for fortnite mobile uses all that to have the best experience okay okay so let's begin to
this session who am I okay I am elulu I have a background in Fine Arts traditional and I have a master in Digital Arts I am a new media artist and researcher and I'm man real authoriz instructor at epic games I also game designer in for game designer fortnite creative I have also been a grand receiver in s certificate and I have a s certificate H I'm an art director in game designer in human Ator program I help epic games with many educational programs I'm also women in games Ambassador I support women in gaming and promote diversity I am from Greece um with that has less infrastructure in gaming so so I I offering guidance in woman through this challenging phase of careers sorry the the here it's moving sorry I get interrupted H okay so I go to the next slide
yeah okay so the target audience for this sessions are mobile game developers at programmers that are seeking performance insights and learn how this used it's for Unreal Engine users but also developers from other engines like Unity it's also interesting for teams and Studios and DD developers that want to transitioning from other engines end game design who are interest in understanding how this Advanced tools epic games has to enh has Mobile gaming okay I'm here to talk about how an engine do do that okay let's go to the core uh we will talk basically about the advanced tools like unre agent has the Nite Lumen and TSR and all these streamlines and pipelines and workflows that it's using H also we will talk about real world optimizations that the for fortnite mobile uses to help and having high performance without her
the quality of the game and techniques that are balancing performance and visual Fidelity so you will live from this session knowing all that here this is the concept we will talk also about the challenges that are generally in mobile games and specific challenges with anre engine and uh how anre engine do complex environment sliding and how manages the performance optimization techniques such as GPU scen and texture compression and how this case study works with fortnite and the best practice for that okay so H how many of you have played a mobile game recently that feel to be like a console game or like a 3A quality yes ah what is the game only fortnite except fortnite okay okay so er for people that haven't played haven't don't know only fortnite would like to maybe create a
game like fortnite this is a very good uh session for you okay okay let's say about the very basic stuff that an real engine uses for this um high high graphic um perfect uh quality we have three of them the first is nanite and uh Lumen and temporal super resolution and I will explain one by one if you are beginning to one real engine and you are from another engine I will try to be very simple and not technical okay before I go to every tool and analyze that okay we all know many challenges that many games have um or maybe sometimes we play a game that is very lucky or sometimes say it takes a a whole time to load and we're like okay where can where is the time that I played stop waiting some that are very they very serious challenges in mobile
game development okay developers are have a challenging on making game game game in Mobile because there is limited Hardware that in PC in PC or consoles developers and need to find the way and be clever enough or divide problems to balance this high quality visuals with performance we have lighting environment challenges that we we want to fix and the GPU that are not so big as console in games of course the big size and the build in the mobile games and multiplayer network performance we will talk about how fortnite emphasize on that yeah this is a one of the challenges that are more specific to Unreal eding like in stanes instan static messes that is like when you have many messes and you have separated in in a real engine you just H pop them all one and have it as a static mes with all the for instance the object all the
actors because an real engine is object orientated engine based on C++ so everything inside is actors and objects H localized Lighting in dark areas with multiple lights I will explain later the technique that an real engine um has that is great for that and performance boot next okay anre help that help us to fix the isus with smart tools and workflows we will talk about Nan this is the time nanite and how this handles a very high poly masses in 3D objects okay net for 3D objects okay handling complex environments okay imagine like in an abstract way that nanit is like having Google maps I mean like when you zoom out you see only the highways but when you have to zoom in you see all the detail details inside the in the highways and specific streets and Roads that appear that before it wasn't appearing so nanite does that
with 3D objects H it help us to it helps the GPU to focus what really matters for example H it makes the mess more s more simple H instead of if you have a Lego for example Lego pieces a lot inside the a 3D object H when the player goes see it from a far away distance we see only the only one Lego and when I go closer I see more Lego it's just it's just like saves time and level of details H yes I saw I said that about the digital map um yes okay yes H yes imagine that what I say with the Lego structure that's what I said before okay and Lumen to say also Nite it's still experimentally some version of anal
engine also Lumen but in the next version of FAL engine this will be super easy to make games with also Lumen and Nite H Lumen unfortunately it's not supported for lowend devices but it will be in the future now it's supported to Mid mid-end devices and very high H okay imagine lman in an abstract way like you have a a real sunlight inside your inside your room and so this bunes the light around naturally so as the real world has the the Sun the the bounces yes uh this can okay this can be tricky sometimes in many in many games because uh phones as all we know have limited GPU power and it can be supported in high-end only high-end um mobile devices but if you don't have a a to high-end device and you want to develop Vel in a more low end device you
can still don't use Lumen but you can use other other um Shadow as Shadow lighting okay I will talk about the third tool now the TCR is the temporal super resolution this is a a fancy name okay it's difficult to remember we call it like TCR so that you remember more easily this in a very begin an abstract way to understand it it's like when you see in the YouTube a video online and you and you see that um sometimes the performance is dropping imagine that this exactly is what happen when you have the TCR it does something like this it makes the image sharper and the player doesn't doesn't notice the drop in the quality yes can this is very important for mobile when we want to have a prioritize performance of resolution so
the T leave us um help us to have both performance and resolution yeah it's also like taking a low resolution photo and en hasing to look like an HD saves from your phone extra work and this okay now we will talk about how the fortnite mobile case study make all the things that I I said before compile um making them work but but before I say that I will say about the yes about how the how we have yes okay I have many notes I have in my hand cheat codes and I get I get confused but we we will go to them okay so let's talk first about the fortnite uh case study and then and with the other okay the fortnite mobile as as you
said before like the fortnite the a quality is the great example of an real engine having in action how this high quality Graphics can um work on mobile okay the runtime PCO preing it's very important H this is a very usual technique from AR legend that using traditionally generally in also in console but when for fortnite mobile runs that it helps you not compile all the saders and the the details in the start like when you're compiling the saders and you open unre engine and you have a long wait until then it just saves and load them during the game also it has a great Network optimization for multiplayer and it has the input H prediction I will say what that input prediction is okay uh input prediction okay input prediction is very important for fortnite because when a
for example when a player performs an action like jumping or shooting inside the game the this technique predicts the result based on the last known state of based of The Last Action of the player not just waiting for the server to to take all the data from the game state that has yeah the fortnite ecosystem it's a great ecosystem that you can all be inside and build your own experience inside fortnite and it's very it's very exciting to have your storytelling inside gaming you can um have Global collaboration play all together you can make your own maps and you have your Iceland codes and share with other players um verse program is easy it's close to python it's a programming language that it's very easy at beginner friendly to learn ER it's a very powerful tool this is a bit of a forite how workflow Works
H you have the the same with unreal end in the editor and the viewport that you take some the you take some objects you import them you can build cinematics you you have the devices devices is like the game mechanics and it's just very easily to De to it's very easily to develop them with the verse you open the verse code and you develop the particular device and what the player want yes this is the editor and The View you port some importances and the device the pillars of how fortnite works the fortnite creative when you go to create um a game H this is some key takeaways from the all the things I told about Lum and TCR and uh thank you very much for your time I hope I didn't make you dizzy from going back around and you can we have four minutes for questions if someone has [Applause]
thank you
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