Roblox runs on hundreds and hundreds of Android devices, and it’s vital for us to be capable to carry out correct performance where that you doubtlessly can specialize in. Rendering performance in say is difficult — we target many various hardware architectures, many various kinds of devices on the energy/performance curve, and naturally many variations of wildly various drivers.
In 2018, we’ve launched our Vulkan renderer and since then it has been steadily rising in market share when put next to our OpenGL renderer, with ~40% of our Android userbase using Vulkan as of late.
After the preliminary launch, with the rising reputation of the Vulkan backend we needed to invest lots of time in analyzing performance and bettering it. Doing this required lots of investigation and experimentation — with minimal performance-focused optimization or code on hand on the time, we needed to have a study out various approaches to each and each say anguish and ranking what works easiest for us.
At Reboot Fabricate Crimson 2019, we gave a combined focus on with ARM to quilt the performance optimization arena from two various angles:
- There’s now a rising sequence of performance-focused sample Vulkan code that used to be developed by ARM and donated to Khronos, which it’s possible you’ll well uncover about here: https://www.khronos.org/weblog/vulkan-releases-unified-samples-repository. Joe Rozek from ARM talked about the usual structure of the samples and the framework faded.
- To support other developers optimize Vulkan code and affords some insights into the concerns and solutions we encountered at Roblox, I talked a pair of number of concrete concerns we encountered while optimizing our renderer, tradeoffs we needed to peer and solutions we implemented.
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