I’m just starting to develop a mobile game right now, and I’m not sure which API to develop for. I’m fairly certain it will take at least 2-3 years for the project to be fully completed.
Vulkan makes sure I won’t have to worry much about draw calls, I’ll be able to use modern features, and I can gear my lighting towards the deferred renderer. ES2, on the other hand, has a myriad of texture limitations to work around, optimizations are a lot harder to make, and there seems to be much more emphasis placed on texture quality over shaders.
- No Ambient Occlusion
- No World Position Offset
- No Cloth support (shading or simulation)
- No shading models besides Default Lit and Unlit
- No GPU particles
- No more than 700 draw calls
- No more than 3 user textures per landscape component and 5 textures for general materials
- No support for capsule, distance field, or contact shadows
- No DBuffer support for Decals and baked lighting
Obviously I’d love to develop this game with plans to release for the Vulkan renderer, but I just don’t know how wide Android support will be 2 years from now. It will make figuring this out a lot easier if I know where UE4 stands on the future of mobile support.