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Mobile, Graphics, and Gaming blog

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  • Happy 10th Birthday Mali!

    Freddi Jeffries
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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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