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Tech Symposia 2016 China roundup: Shanghai – Beijing – Shenzhen
Freddi Jeffries
Welcome to sunny Shenzhen for the third and final day of the China leg of
ARM Tech Symposia 2016
. There’s a very different feel to this city from the moment you leave the airport. Just a few short decades…
November 4, 2016
Tech Symposia 2016 Tech Talks - Graphics, video and virtual reality
Freddi Jeffries
Following a fantastic first event in Shanghai it was off to the airport for a short hop to a much chillier Beijing for round two of 2016’s Tech Symposia. On Monday we talked about the
keynotes and…
November 2, 2016
Tech Symposia 2016 – Shanghai keynotes
Freddi Jeffries
The first of this year’s ARM® Tech Symposia kicked off this morning on a rather damp day in Shanghai. With the rain coming down outside it was a perfect opportunity to check out our latest demos before…
October 31, 2016
China’s tech industry speeds ahead
Freddi Jeffries
It’s no secret that everything in China moves fast. At ‘China Speed’ in fact. From
building a skyscraper in 19 days
, to the
fastest trains
in the world, China is all about embracing change…
October 26, 2016
The Mali-G51 GPU brings premium performance to mainstream mobile
Freddi Jeffries
It’s not just high-end mobile devices which need to work like a dream, we expect a certain level of performance and a relatively advanced feature set even from a more modest, mainstream handset budget…
October 24, 2016
Initial comparison of Vulkan API vs OpenGL ES API on ARM
Gemma Paris
Reducing power consumption and optimizing CPU utilization in a multi-core architecture are key to satisfy the increasing demand of delivering sustained high-quality graphics meanwhile maintaining a lasting…
October 20, 2016
Mali Bifrost Family Performance Counters
Peter Harris
Tools such as ARM DS-5 Streamline provide developers access to the GPU hardware performance counters, the principle means to determine the behavior inside the black box beneath the API and identify any…
October 19, 2016
Unity’s first “Vulkan Renderer Preview” recommends the ARM® Mali™ Galaxy S7 as development platform
Gemma Paris
On the 29th September, as promised at Google I/O, Unity released the first developer preview for their upcoming Vulkan renderer. Developers have been eagerly awaiting the release since Android Nougat…
October 3, 2016
Breaking news: VR is going mainstream!
Freddi Jeffries
In previous blogs we’ve looked at the scalability of the Mali™ family of GPUs which allows partners’ implementations to be tailored to fit all levels of device across multiple price, performance and area…
September 28, 2016
OpenGL Pitfalls : Distorted textures when packing texels colours components as GL_UNSIGNED_SHORT
Myy
I lost a few days wondering why some textures were completely distorted when loaded in OpenGL.The thing is, they were only distorted when the colours components were packed as GL_UNSIGNED_SHORT_5_5_5_1…
September 21, 2016
Building an Unreal Engine Application with Mali Graphics Debugger Support
Thomas Poulet
In a previous blog we talked about
running Mali Graphics Debugger on a non-rooted device
. In this blog we will focus on how you can add support for Mali Graphics Debugger, on a non-rooted device, to your…
September 20, 2016
HotChips - The benefits of Bifrost
Freddi Jeffries
In the 27 years since its inception, Hot Chips has become one of the world’s leading high performance microporocessor event. Attracting more than 500 attendees from across the world, Hot Chips presents…
September 12, 2016
Bitesize Bifrost 2: System coherency
Freddi Jeffries
In the first
Bitesize Bifrost blog
we introduced you to our new GPU architecture, Bifrost, and looked specifically at the extensive optimization and power saving benefits provided by clause shaders. This…
August 31, 2016
Optimizing Virtual Reality: Understanding Multiview
Thomas Poulet
As you may have seen, Virtual Reality (VR) is getting increasingly popular. From its modern origins on desktop, it has quickly spread to other platforms, mobile being the most popular. Every time a new…
August 31, 2016
The Mali GPU: An Abstract Machine, Part 4 - The Bifrost Shader Core
Peter Harris
I introduce the block-level architecture of a stereotypical Bifrost shader core and explain what performance expectations application developers should have of the hardware when it comes to content optimization…
August 26, 2016
IndieDev innovation leads the VR revolution
Freddi Jeffries
As a graphics blogger I’m always interested in the next big thing in tech and particularly, VR, so when I saw a news item about a guy cycling the length of the country from the comfort of his living room…
August 16, 2016
Nibiru’s next-generation VR headsets harness the power of Mali
Freddi Jeffries
In the
first of my Mali™ Power & Efficiency blogs
we looked at the inbuilt flexibility and scalability of the Mali range of GPUs. It’s this that allows ARM® partners to target exactly the right…
August 8, 2016
Pokemon Go-es to show the power of AR
Freddi Jeffries
Ok I did it. I downloaded Pokemon Go. Yes I was trying to resist, yes it was futile, yes it’s an awesome concept. Whilst a strong believer in Virtual Reality as a driving force in how we will handle much…
July 19, 2016
ARM Mali GPUs: Striking the perfect balance of power & efficiency
Freddi Jeffries
Some devices, applications or use cases require the absolute peak of performance capability in order to deliver on their requirements. Some devices, applications or use cases however, need to save every…
July 12, 2016
Linley mobile chip report: Mali-G71 enables coherent computing
Freddi Jeffries
We recently launched our highest performance GPU to date, Mali-G71. Based on our brand new Bifrost architecture it represents a new era of graphics processing and is designed to support next generation…
July 8, 2016
Vulkan & Validation Layers
Sergey Solovyev
Why the validation layers?Unlike OpenGL, Vulkan drivers don't have a global context, don't maintain a global state and don't have to validate inputs from the application side. The goal is to reduce CPU…
July 6, 2016
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