The Horror of Mobile Graphics

Categories: Meetups

Filipp Keks

The speech is a presentation given by Filipp Keks about the challenges and complexities of mobile graphics programming, particularly focusing on GPU programming for mobile devices. Filipp discusses his transition from enterprise software development to game development, highlighting the differences in graphics programming between the two fields. He delves into the technical aspects of GPU programming, explaining vertex and fragment shaders and demonstrating how they work using examples. He also provides historical context, tracing the evolution of graphics accelerators and APIs from the 1970s to the present day, with a particular emphasis on OpenGL for mobile devices.

Filipp identifies several key problems with current mobile graphics programming, including the limitations of outdated APIs, lack of compatibility across devices, overheating issues, and inadequate tools for profiling and analysis. He suggests potential solutions such as new APIs like Vulkan and Metal, as well as adaptive graphics settings in games to optimize performance for different devices.

Throughout the presentation, Filipp shares his own experiences as a mobile game developer and offers insights into how developers navigate the challenges of mobile graphics programming. He concludes by acknowledging the ongoing difficulties in this field but also expressing his enthusiasm for tackling these challenges and finding creative solutions.

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