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Happy 10th Birthday Mali!
Freddi Jeffries
Mali, the #1 shipping family of GPUs in the world, is celebrating 10 years with ARM this month! In honour of the occasion I’m going to take a look at some of the key milestones along the way and how Mali…
June 17, 2016
Depth testing : Context is everything
Myy
I just lost a few hours trying to play with the Z index between draw calls, in order to try
Z-layering
, as advised by
peterharris
in my question
For binary transparency : Clip, discard or blend ?
.However…
June 13, 2016
[Quick tips] Use ffmpeg to convert pictures to raw RGB565
Myy
Here's a quick tip to convert pictures to raw format with
FFMPEG
, in order to use them as a texture in OpenGL, with no extra conversion :BMP filesffmpeg -vcodec bmp -i /path/to/texture-file.bmp -vcodec…
June 4, 2016
Eye Heart VR
Freddi Jeffries
Welcome to the next installment of my VR blog series. In previous VR blogs we’ve considered the importance of clear focus to a VR experience, as well as the essential requirement to keep ‘motions to photons…
June 3, 2016
Stride argument in OpenGL ES 2.0
Myy
I'm putting this information here, as it took me way more time than it should to understand how the stride argument works in glVertexAttribPointer.This argument is extremely important if you want to pack…
May 31, 2016
Mali-G71: ARM's Most Powerful, Scalable and Efficient GPU to Date
Espen Oybo
Mali-G71 is the latest and greatest offering in the Mali high-performance family of GPUs. Built on new Bifrost architecture, Mali-G71 represents a whole new level of high-end mobile graphics capabilities…
May 27, 2016
Seeing the Future With Computer Vision
Freddi Jeffries
Chinese Version中文版:
展望计算机视觉的未来
The Internet of Things began to mature in 2016 and we started to see evidence of how technology can help us to engage more powerfully with our world. By allowing machines…
May 26, 2016
The Hardware Requirements of VR Today
Anshel Sag
The hardware requirements of VR seemed to be an unknown quantity, there was always the argument that more GPU performance and CPU performance would translate to better VR. This has turned out to be partially…
May 24, 2016
Building the Next Generation of Game Developers With FXP
Freddi Jeffries
As a world leading IP company ARM is passionate about protecting and promoting the ideas, innovations and skills required to produce next generation tech. A large part of that involves supporting the teaching…
May 20, 2016
Making VR Dreams a Reality
Freddi Jeffries
Virtual Reality (VR) has been a focus area for ARM® in recent years with significant investment made in ensuring the ARM Mali™ range of graphics and multimedia processors is a great fit for mobile VR…
May 18, 2016
Building a Unity Application with Mali Graphics Debugger Support
Stephen Barton
This blog will show you how to use Mali Graphics Debugger (MGD) with a Unity application on a non-rooted device.
May 11, 2016
Moving Mobile Graphics
Sam Martin
Moving Mobile Graphics is a half-day course providing a technical introduction to the state of the art in mobile graphics from practitioners at the forefront.
April 25, 2016
ARM & Nibiru Joint Innovation Lab set to Streamline Game Development
Freddi Jeffries
At GDC 2016 ARM® and Nibiru, a key ecosystem partner, announced the exciting launch of the Joint Innovation Lab. Designed to give developers the best possible support when developing mobile games, the…
April 22, 2016
Using Mali Graphics Debugger on a Non-rooted device
Stephen Barton
Traditionally Mali Graphics Debugger works on a rooted device, but this isn't the only way that it can be used. This blog explores how you can debug your applications on non-rooted devices.
April 21, 2016
Achieving High Quality Mobile VR Games
Roberto Lopez Mendez
Introduction Last month the game developer community celebrated its main event in San Francisco: the Game Developers Conference (GDC). The longest-running event devoted to the game industry set a new…
April 20, 2016
Efficient Mirroring from Samsung Gear VR
Roberto Lopez Mendez
The
Ice Cave
demo is a Unity demo released by ARM® Ecosystem. With this demo we wanted to show that it is possible to achieve high quality visual content on current mobile devices powered by ARM Cortex…
April 20, 2016
Multi-Threading in Vulkan
Marius Bjørge
In my
previous blog post
I explained some of the key concepts of Vulkan and how we implemented them in our internal graphics engine. In this post I will go into a bit more detail about how we implemented…
April 19, 2016
Arm Guide for Unity Developers v3.1 is available
Gemma Paris
At ARM we care about game developers. So we compiled the ARM Guide for Unity Developers of best practises and techniques to get the most from an ARM mobile platform.
April 19, 2016
Moving the Market With the Mali Powered Samsung Galaxy S7
Freddi Jeffries
Arguably the most high profile Mali powered device to hit the hands of customers this year is the Samsung Galaxy S7. Launched at Mobile World Congress 2016 in Barcelona, the Galaxy S7 represents Samsung…
April 18, 2016
SPIRV-Cross, working with SPIR-V in your app
Hans-Kristian Arntzen
If you have been following Vulkan lately, you will have heard about SPIR-V, the new shading language format used in Vulkan. We decided early on to standardize our internal engine on SPIR-V.
April 18, 2016
Get started with the new ARM® Vulkan SDK v1.0.0 for Android!
Gemma Paris
The Vulkan API released in Feb’16 by Khronos is the new generation graphics and compute API designed to work across all platform types from desktops to mobile and embedded. One of the key features is that…
April 17, 2016
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