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The Future of Mobile Gaming discussed at #MGF2014
Ellie Stone
I've just come back from spending two extremely informative days at Mobile Games Forum in London. An event that focuses on the business side of game development, it provides developers with the information…
January 23, 2014
ARM Mali GPU technology at CES - what's new in 2014
Ellie Stone
ARM shone at CES this year and there have already been some fantastic pieces of coverage on our community about it - check out
Latest ARM powered tech at CES 2014 with Samsung Galaxy Note Pro 12.2 and…
January 21, 2014
ARM Mali at Mobile Game Forum 2014
Phill Smith
Hello and Happy New Year! So, here we are at the beginning of another new year preparing for Mobile Game Forum (MGF) in the Centre of London. This event is well attended by developers, game engine providers…
January 14, 2014
Ittiam and ARM are the first to efficiently bring Google’s VP9 to mobile devices
Ellie Stone
This blog post was written in conjunction with
Ittiam Systems
, a technology company singularly focused on embedded media centric systems. For more information concerning the technology below, please contact…
January 7, 2014
[VIDEO] Learn how to create 2D and 3D games using the Unity platform
Ellie Stone
At ARM® TechCon™ Developer Summit the ARM Mali™ team were joined on the Wednesday (Gaming Day) by Carl Callewart of Unity3D. Carl gave a great demonstration of how easy it is to build a simple 2D game…
December 5, 2013
New Mali Graphics Debugger v1.2 Features Improve Fragment Performance
Anand Patel
Analysing PerformanceWhen we talk about optimizing performance, we could mean a number of different things. The first thought that comes to most people’s minds in the context of a gaming application is…
December 2, 2013
Intex to launch smartphone with Mediatek's octa-core MT6592
Ellie Stone
This week
MediaTek
launched the MT6592, a heterogeneous computing SoC which combines an advanced eight-core ARM® Cortex®-A7 processor configuration with industry-leading multimedia capabilities and mobile…
November 20, 2013
Mali OpenCL Flag Demo
Jonathan Kirkham
This is a demo created internally at ARM by Anthony Barbier.
Mali OpenCL Flag Demo
The demo shows the performance improvements you can achieve when using OpenCL™ on a Mali powered device.The application…
November 11, 2013
Optimizing GPU Compute Kernels.
Johan Gronqvist
If you have some previous experience with GPU compute, or if you have watched the
GPU Compute for Mobile Devices at ARM Techcon Developer Summit
presentation, and you have a Compute application that you…
November 6, 2013
GPU Compute for Mobile Devices at ARM Techcon Developer Summit
Jonathan Kirkham
timhar01
and I have just finished presenting a workshop about GPU Compute on mobile devices at the ARM Techcon Developer Summit in Santa Clara, California.The workshop was 3 hours long and was a rapid…
October 29, 2013
ARM Mali-T720 Overview
Ellie Stone
The ARM® Mali™-T720 GPU is the first offering in the Mid-Range GPU series which has its origins in the
Midgard Architecture
. It is an extremely area-efficient GPU designed specifically to bring…
October 29, 2013
Introducing the ARM Mali-T700 GPU series: Innovated to (efficiently) power the next generation of devices
Plout Galatsopoulos
Better performance or longer battery life? Or both?Many mobile phone users have experienced the disappointment of having their favourite device run out of juice when they are far away from a power socket…
October 29, 2013
Particle System. Realtime smoke rendering with OpenGL ES 2.0.
Roberto Lopez Mendez
This whitepaper describes how to implement a simple particle system to simulate smoke. Use of the code snippets present within this whitepaper are subject to the Mali OpenGL ES Linux SDK Tutorial EULA…
October 28, 2013
Saving System Power with ARM Multimedia IP
Sean Ellis
ARM’s Multimedia IP portfolio is designed to work together to reduce overall system power while delivering the performance that is central to the mobile device experience.What is the Multimedia Experience…
October 28, 2013
New samples in Mali SDK
Sylwester Bala
I often receive questions such as “How can I render shadows with OpenGL® ES 2.0 without an available depth texture extension?”; “How can I render a simple text with OpenGL ES 2.0?”; or “Simple text rendering…
October 23, 2013
ASTC does it
Stacy Smith
In 2011 I attended the ARM Global Engineering Conference, where I saw a presentation about a new algorithm used in texture compression. I expected it to be about colour space conversions and perceptual…
October 22, 2013
Game Set and Batch
Stacy Smith
At the Develop 2012 conference in Brighton I gave a talk about how we achieved some of the effects in our brand new (at the time) demo Timbuktu. As I repeated this presentation at a number of developer…
October 22, 2013
Shadow Mapping - realtime shadow rendering with OpenGL ES 2.0
Sylwester Bala
This document describes an approach for rendering shadows in realtime for mobile devices using OpenGL® ES 2.0 which does not support depth texture unless the OES_depth_texture extension is available.
October 22, 2013
ARM Mali-T628 or how performance sometimes outstrips promises
Jakub Lamik
In the fast-paced technology world we are used to hearing about improvements from one product generation to the next. In the past, we have looked in great detail at the various different
metrics
used to…
October 15, 2013
Benchmarking floating point precision in mobile GPUs - Part III
Tom Olson
Chinese version 中文版:
基准测试移动 GPU 中的浮点精度 - 第 3 部分
This blog was originally published on 29th August 2013 on blogs.arm.comWelcome to Part III of my blog series on GPU floating-point quality! This series was…
October 9, 2013
Optimizing Unity Games for Mobile Platforms
Angelo Theodorou
During the last days of August 2013 I was in the wonderful city of Vancouver, Canada, to attend
Unite 2013
, one of the biggest events dedicated to
Unity
, the market-leading platform for creating high-quality…
October 8, 2013
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