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AR and ML using Google ARCore, Arm NN in Unity running on mobile devices
Joel Liang
This blog shares our experience developing our AR and ML demo using Google ARCore and Arm NN in Unity. Throughout this guide I'll point out the most important steps.
July 17, 2018
My experience of a VR World Cup
Jack Melling
As a football fan, I thought I would try out the BBC Sport Virtual Reality (VR) app for myself and see what it was like. My first time on VR did not disappoint.
July 10, 2018
The 2018 World Cup in VR: A useful first step towards widespread take-up by 2022?
Jack Melling
The BBC will be showing the 2018 football World Cup in virtual reality (VR), but there is a need to manage expectations. The technology, like Gareth Southgate’s squad, is still young but potentially very…
June 20, 2018
Using Compute Post-Processing in Vulkan on Mali
Hans-Kristian Arntzen
This blog post will outline how we can use two Vulkan queues with different priorities to enable optimal scheduling for compute post-processing workloads.
June 13, 2018
Mali-G76: Taking High-End Graphics to the Next Level
Andy Craigen
Mali-G76 is Arm’s latest premium GPU, built on the Bifrost architecture and boasting our highest ever GPU performance.
May 31, 2018
Mobile reimagined: Changing your world
Freddi Jeffries
The uptake and advancement of new use cases in the smartphone market means previous generation devices eventually won’t be able to run the advanced workloads and use-cases that are becoming increasingly…
May 23, 2018
How to Create a Compelling VR Demo, From an Artist's Perspective
Bondhan Kimbalazani
A breakdown of making a demo for an event from the eyes of a graphics artist. In this blog we showcase the work that went into making a "Museum of Gaming" VR demo for GDC 2018.
May 8, 2018
Achieving Console-Like Experiences on Mobile VR with Apex Construct
José Emilio Muñoz-López
Until now, mobile VR lacked the ability to reach 6DoF sensing when a headset is in use. Arm and FTG port a console game to mobile, with none of the drawbacks.
April 30, 2018
Post-processing Effects on Mobile: Optimization and Alternatives
Attilio Provenzano
Arm case study: Bloom in Nordeus’ Spellsouls. Let's see what happened when we faced a real-world problem involving post-processing.
April 17, 2018
PerfDoc – How to Optimize Early With Vulkan Validation Layer Tools at GDC18
Freddi Jeffries
Jungwoo Kim from Samsung takes a moment to recap the benefits of Vulkan’s cross platform capabilities for those who may not yet be working with this most recent API from Khronos.
March 23, 2018
Post Processing Effects for Mobile at GDC18
Freddi Jeffries
GDC 2018 - first up this morning is a talk on Post Processing Effects for Mobile from Arm’s very own Stephen Barton and Attilio Provenzano, as well as Srdja Stetic-Kozic from Serbian game studio, Nordeus…
March 22, 2018
25 Years of Mobile Gaming - Powered by Arm
Ben Walshe
Our main theme at GDC this year is how Arm has helped shape mobile gaming for just over 25 years. So, let us tell you the story.
March 13, 2018
Mainstream mobile: Bringing premium experiences to millions more consumers
Freddi Jeffries
We are proud to announce the release of two new Mali GPUs, Mali-G52 and Mali-G31, to our Mainstream and Ultra Efficient roadmaps.
March 6, 2018
Arm at GDC 2018
Ben Walshe
So, for those of you who may not be aware of what does Arm does at GDC, or why Arm should care about game developers, let us fill you in!
February 28, 2018
MWC18: A Smartphone Camera With a Brain
Roberto Mijat
We're excited to announce some of our recent collaborations in mobile and camera tech, some of which we will be showcased at the MWC 2018.
February 23, 2018
White Paper: Foveated Rendering
Ben Walshe
This whitepaper describes Foveated Rendering on Arm devices, it explains and discusses points such as: What foveated rendering is, and what are it's use cases.
December 4, 2017
White Paper: 360-Degree Video Rendering
Ben Walshe
This whitepaper describes how existing Arm technology can be used to implement 360-degree video efficiently, and how the different hardware and software components interact with each other in order to…
November 28, 2017
Lila’s Tale: A case study in optimizing VR games
Rafael Ferrari
I’m writing this guest blog on the Arm Community about the work we at Skullfish are doing involving optimizing our VR game; Lila's Tale, for mobile VR based on a guide written by Roberto Lopez Mendez from…
November 20, 2017
Arm CoreLink MMU-600 saves >$1Billion in premium content protection systems
Sridhar Valluru
Today Arm introduced its next generation System MMU, CoreLink MMU-600; which, protects real time low latency high bandwidth 4K content. Media content protection relies on CoreLink MMU-600 to deploy TrustZone…
November 1, 2017
Arm releases PerfDoc v1.0
Ben Walshe
PerfDoc is a Vulkan layer which aims to validate applications against the Mali Application Developer Best Practices document, which is hosted on the Arm Developer website. Just like the LunarG validation…
October 23, 2017
Mobile inside-out VR Tracking, now available on your phone with Unity
Roberto Lopez Mendez
This blog presents a detailed description of the steps to achieve mobile inside-out VR tracking with Unity and Google ARCore/Tango SDKs running on Samsung GearVR or Google Daydream.
October 18, 2017
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