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Rendering Lights and Shadows on Mobile in 'Diablo Immortal'
There is always a restriction on the use of lights and shadows in mobile games, due to limited computing ability. The art department called for Diablo Immortal to remove this restriction as adventurers travel through the wilderness. To this end, they have begun to reconstruct the rendering pipeline and various shadow rendering technologies based on the traits of mobile platforms. In this talk, Hao Wu, the engine programmer, discusses how he can achieve efficient dynamic multiple lighting and shadows within memory and performance limits, and provide the highest possible compatibility.
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