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Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house...

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Bringing SSX to Android Alex Aptekar, EA Omar A Rodriguez, Intel
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Page 1: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Bringing SSX to Android Alex Aptekar, EA

Omar A Rodriguez, Intel

Page 2: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Legal

Copyright © 2014 Intel Corporation. All rights reserved.

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Page 3: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Which AAA console title would make a

great tablet experience?

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It has to translate well to touch input

It has to be accessible, easy to play, and fun

It has to still look great with less horsepower

It has to be built on internal tech

Page 4: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

4

SSX is timeless and fun series!

SSX is a timeless, fun series that translates well into a touch experience.

Page 5: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

5

So how do we go from SSX console to

Android?

What are the technical challenges and limitations?

What are our goals?

Page 6: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Fidelity!

6

Stay faithful to the core console experience

No compromise on gameplay – same tracks, tricks, feeling of speed

Look as good as the console version

Page 7: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

From console to mobile - First steps

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Page 8: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Console to Mobile – Tech

What we had

Great in-house framework powered by

central tech and the dev community

In-house cross platform renderer

3rd party libraries (Autodesk)

Getting to mobile

Get the system and game Android

ready: compile, run the main loop,

load data.

Renderer and the shader pipeline to

run on PC with OpenGL subset.

Android code path to do the same but

with OpenGL ES.

Work with Autodesk or replace

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Page 9: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

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Page 10: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Optimization

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Page 11: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Tech Optimization – CPU Load

11

Build in tools and measure

What came up on the radar

Ray casting for camera and boarder, surface analysis

Animation blending

Audio simplification, voice reduction

UI chatter (too much messaging between Scaleform and the game each frame)

You have 4 cores, use them wisely

Lua runtime, replaced with C++

Scaleform runtime: work with Autodesk

Page 12: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Tech Optimization – Graphics

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Page 13: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Tech Optimization – Graphics

13

Rendering and GPU load, bandwidth

Shader optimization

Ambient occlusion, no shadows just yet

Binary shaders

Improved draw order to minimize overdraw

Terrain SubDs: bake them in

Render 500m in front

1 snow layer instead of 4

Page 14: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Tech Optimization – Other Considerations

14

Build size, make 9GB smaller!

Compress media, textures, and cutting content

Memory, we tried but couldn’t compromise

Page 15: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Original Assets Before Optimization

Vast terrain size – Hundreds of kilometers of

trail

High-detail character models – Detailed meshes

and bone structure

Character animations – Complex blending trees

Integrated asset pipeline – Great tool, but

complex for mobile games

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Page 16: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Optimizing the Assets

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Character bone animation and mesh simplification

Reduced the bones in the character, head, and jackets from 300 to 150

Reduce the complexity of the meshes, while maintaining visual fidelity

Terrain simplification

Poly-reduce by 50% while maintaining mountain topography

Reduce tree and rock instances where they are not essential for gameplay

Sky boxes

Create a number of skyboxes instead of real time weather effects

Page 17: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

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Page 18: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Redesigning for Mobile Experience

10 characters, 9 regions, two game

modes, equipment upgrades and

special gear for the regions

Extensive UI system

Gamepad controls

4 characters, 7 regions – redesign

around hardware and build size

limitations

Menu system remained, redesigned

for touch

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Page 19: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Redesigning for Mobile Fun

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Touch controls

Give your focus group a movie and see how

they try to control it

We loved the accelerometer, everyone else

hated it.

Offer two types of control schemes

Page 20: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

SSX on Intel Bay Trail

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Page 21: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Our Hardware Target

21

Bay Trail

4 core x86 CPU

Intel HD Graphics

System RAM: 2 GB

Page 22: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Enhancements on Bay Trail

22

Intel’s CPU and GPU profiling tools

Android - x86 pipeline for our framework and 3rd party libraries

No CPU optimization was required, great level of horsepower

GPU

o Instancing

o 4 types of snow: interpolate between the types

o And more!

Page 23: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Bay Trail – Particles

23

Particles: snow spray, falling snow, important details for a winter game

Page 24: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Bay Trail – Normal Maps

24

Normal maps: now the light is falling properly, you can see geographic details

Page 25: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Bay Trail – Lights

25

Lighting: we were able to have up to 4 lights per scene. Flare lights reflect on the

snow

Page 26: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

SSX Mobile – Sorting terrain geometry

26 www.intel.com/software/gpa

Page 27: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

The end result

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Page 28: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

SSX on Bay Trail Tablet

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Page 29: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Ready for More? Look Inside™.

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Keep in touch with us at GDC and beyond:

• Game Developer Conference Visit our Intel® booth #1016 in Moscone South

• Intel University Games Showcase Marriott Marquis Salon 7, Thursday 5:30pm RSVP at bit.ly/intelgame

• Intel Developer Forum, San Francisco September 9-11, 2014 intel.com/idf14

• Intel Software Adrenaline @inteladrenaline

• Intel Developer Zone software.intel.com @intelsoftware

Page 30: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Up Next…

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11:30 – 12:30

Achieving the Best Performance with Intel Graphics: Tips,

Tricks, and Clever Bits

Presented by:

Blake Taylor - Intel

Page 31: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

Thank you for attending!

Any questions?

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Page 32: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

All the images are property of Electronic Arts.

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Page 33: Bringing SSX to Android - gravitudebar.com€¦ · central tech and the dev community In-house cross platform renderer 3rd party libraries (Autodesk) Getting to mobile Get the system

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