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We also support Compute Shader capabilities. Google Play Games on PC Platform Support At this year’s Google IO conference, Google Play Games on PC and the large-screen experience received significant attention as Android platform updates. While for others, we will support Play Games on PC starting from version 3.8,
ASTC for mobile, DXT5 for PC), and eliminate over-resolved images. URP is tailored for performance-sensitive titles such as mobile or VR, while HDRP enables cinematic fidelity for high-end PC and console games. Shader management is critical. Reduce variants, embrace GPU instancing, and bake lighting when possible.
For example: On GLES3+ we can use UBOs to optimize shader parameters. This ensures great compatibility with all desktop PCs, mobile devices and WebGL 2. Shader abstraction. This may sound like the obvious way of doing things but, in truth, it creates a big bottleneck on allowing users to write shaders. Rasterizer design.
Game developers often need to compile large amounts of C++ code, which requires lots of CPU resources, and developers also need to process other types of heavy compute tasks such as; shader compilation, rendering, asset creation, image conversion, lightmap baking and more.
We want to encourage the quick embrace of GDeflate as a data-parallel compression standard, facilitating its adoption across the PC ecosystem and on other platforms. On the other hand, parallelizing the traditional data compression algorithms has been challenging, due to fundamental serial assumptions “baked” into their design.
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