Op, op, s predstavljanjem Samsung Galaxy S7 krenula je i prezentacija Epicovog tech demoa ProtoStar, napravljenog u Unreal Engineu 4 koji se vrti u Vulkan API-u.
Inače ne dajem toliku važnost specifikacijama moba, ali izgleda da smo stvarno dogurali do točke da je tehnologija mobova prilično moćna.
ProtoStar introduces a slew of new Unreal Engine 4 rendering achievements on mobile, including dynamic planar reflections; full GPU particle support on mobile, including vector fields; temporal anti-aliasing (TAA); high-quality ASTC texture compression; full scene dynamic cascaded shadows; chromatic aberration; mobile dynamic light refraction; filmictonemapping; improved mobile static reflections; high-quality mobile depth of field; and Vulkan API support with thousands of dynamic objects onscreen.
We wanted to set a new bar for real time graphics on mobile with ProtoStar. We want to stay in the chip, we don’t want to go out to RAM all the time. Vulkan has in the API support to actually keep the rendering in the GPU and making it really fast.
The idea behind Vulkan is a really, really robust increase in CPU performance. That allows us to render many, many more objects on the screen of the mobile device than we could in the past. When we think about higher levels of interactivity, more dynamic moving objects, more things on screen that are not static – that are actually reactive to the touch and to the viewer, that was the capability of the device that we were certain above all else we needed to take advantage of.