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Megacity on Mobile
How We Optimized It with Adaptive
Performance
David Berger, Software Developer at Unity Technologies
db@unity3d.com
GenerativeArt—MadewithUnity
Samsung
GameSDK
Jungwoo Kim,
Principal Engineer, Samsung Electronics
Limitation in Mobile
4
Limitation in Mobile
5
149 mm2398 mm2119 mm2
PC Desktop
CPU
PC Desktop
GPU
Limitation in Mobile
6
— Peak GPU Performance
S6 S7 S8 S9S5
20182017201620152014
2006
Optimization
7
— New Technologies
Optimizing Games
8
Governor in UI Rendering
9
Touch Booster
Late	respond
à Perf	drop
Governor in Gaming
10
Late	respond
à Perf	drop
Over	react
à Heat	up
Governor in Gaming
11
Late	respond
à Perf	drop
Over	react
à Heat	up
Heat Management
12
— Thermal Throttling in Gaming
60 fps @ start
40 fps @ end
Heat Management
13
— Managing Target Performance helps sustainability of gaming experience
50 fps steady
GameSDK
14
— onHighTempWarning(int warningLevel)
WarningLevel 0 WarningLevel 1 WarningLevel 2
Throttling
GameSDK
15
— getTempLevel(), getCPU/GPUJTLevel(), getSkinTempLevel()
0
1
2
3
4
5
6
7
GameSDK
16
— getLevelWithScene(String scene, int cpuLevel, int gpuLevel)
CPU Freq
GPU Freq
Level 2
Level 1
GameSDK
17
New interface to exchange power and thermal hint
between game app and the device to manage gaming
performance based on clear context is coming soon
This will allow game developer to tune their games
by more predictable and manageable manner
Game
App
te
What Samsung is doing…
18
— Helping Developers with adoption of New Technologies
What Samsung is doing…
19
— Helping Developers with adoption of New Technologies
GPUWatch + GameSDK
What Samsung is doing…
20
— Helping Developers with adoption of New Technologies
Adaptive Performance
21
Adaptive Performance in Megacity
GenerativeArt—MadewithUnity
Adaptive Performance
Get device performance
status and thermal trends
Proactively adjust performance
and quality settings on the fly
Smoother Gameplay
25
8M
Triangles
6M
Entities
2K
Cars
30FPS - stable over time
26
27
30
15
200 Time [m]
Framerate
Adaptive Performance
28
— Start with Low CPU/GPU levels (Menu->Level)
– Increase levels for CPU or GPU bottleneck
respectively
– Keeps energy consumption low
— Not hitting target frame rate
– Decrease the LOD bias
– Decreases GFX load (triangles, memory, draw
calls)
— Decrease target framerate when close to throttling
29
30
15
200 10
Time [m]
GenerativeArt—MadewithUnity
Adaptive Performance: How it works
1-Add the package
GenerativeArt—MadewithUnity
Adaptive Performance: How it works
2-Register to OnThermalEvent, Set initial target level
GenerativeArt—MadewithUnity
Adaptive Performance: How it works
3-Manage your quality settings when Thermal status changes
GenerativeArt—MadewithUnity
Adaptive Performance: How it works
4-You can subscribe to Performance bottleneck events
GenerativeArt—MadewithUnity
Adaptive Performance: How it works
4-You can subscribe to performance bottleneck events
GenerativeArt—MadewithUnity
Adaptive Performance Preview
available in the coming weeks
GenerativeArt—MadewithUnity
Roadmap
● Preview
○ 2019.1+
● Verified
○ 2019.3
● Future
○ 2019.3+

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