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Android bloom?
Is there any option for bloom on the android clients?
I don't think the "glow" shader, as we call it, has been ported to OpenGL ES. So you might have to wait until we ship Vulkan support on Android (whenever that is, I'm not in a huge hurry).
Most devices wouldn't really be suited to handling full-screen glow effects anyway, which are fill-rate intensive.
The NVIDIA Shield TV Pro set-top box could probably do a decent job. But phones (regardless of their marketing) are extremely thermally limited. There's just no replacement for a big heatsink and a fan.
Most devices wouldn't really be suited to handling full-screen glow effects anyway, which are fill-rate intensive.
The NVIDIA Shield TV Pro set-top box could probably do a decent job. But phones (regardless of their marketing) are extremely thermally limited. There's just no replacement for a big heatsink and a fan.
I would assume bloom should be more then possiable even on mid range mobile devices. Looking at other games without the use of vulkan they pull it off. #genshin life
I didn't say Vulkan was a technical requirement, I said our Android release wouldn't get a renderer update until that happened.
I also responded with information specific to our full-screen "glow" effect. We have a completely-custom 3D engine and rendering pipeline. What we call "glow" may not work in remotely the same way as what some other game calls "bloom".
There is no standard for this stuff. Even two games using the same engine may choose to customize their shaders, and effectively end up with wildly different results.
Our "glow" effect is fill-rate intensive, and yields a relatively modest impact on visuals, relative to its "cost" on a mobile-class GPU (which are all fill-rate limited). Especially on a small phone screen. Porting it to Android is not a high priority.
I also responded with information specific to our full-screen "glow" effect. We have a completely-custom 3D engine and rendering pipeline. What we call "glow" may not work in remotely the same way as what some other game calls "bloom".
There is no standard for this stuff. Even two games using the same engine may choose to customize their shaders, and effectively end up with wildly different results.
Our "glow" effect is fill-rate intensive, and yields a relatively modest impact on visuals, relative to its "cost" on a mobile-class GPU (which are all fill-rate limited). Especially on a small phone screen. Porting it to Android is not a high priority.
ok i found out es3 has it not es2, light probes set to 10 or higher allows it to occur bloom on rounds (e.g capcannons, neuts etc) and signs.
For the record maxed settings on everything but light probes (set to 10 not 32) a samsung tab s7 gets solid 60fps (25-30 fps in unrat sector) using a snapdragon 865 with 6gb ram model. Weirdly my a90 5g (snap 855) gets around 10% more fps somehow on same settings (maybe screen res, tab being 1440p and phone being 1080p).
extra config notes on setup to replicate.
samsung tools with advanced tools enabled set to custom with focus mode on, and render scale set to 100% and fps limiter set to 60fps on both devices with only discord open as background task (enforced with dev mode and 1 background task allowed setting enabled in android 11 settings).
Now im more interested wut vulkan would bring.
For the record maxed settings on everything but light probes (set to 10 not 32) a samsung tab s7 gets solid 60fps (25-30 fps in unrat sector) using a snapdragon 865 with 6gb ram model. Weirdly my a90 5g (snap 855) gets around 10% more fps somehow on same settings (maybe screen res, tab being 1440p and phone being 1080p).
extra config notes on setup to replicate.
samsung tools with advanced tools enabled set to custom with focus mode on, and render scale set to 100% and fps limiter set to 60fps on both devices with only discord open as background task (enforced with dev mode and 1 background task allowed setting enabled in android 11 settings).
Now im more interested wut vulkan would bring.
ok i found out es3 has it not es2, light probes set to 10 or higher allows it to occur bloom on rounds (e.g capcannons, neuts etc) and signs.
Bloom is not the same thing as dynamic lighting.
Bloom is not the same thing as dynamic lighting.