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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
Deepoon Unveils ARM Powered, All-in-One VR Headset
Freddi Jeffries
ARM® partner Deepoon recently launched a brand new, all-in-one virtual reality headset powered by ARM. Based on an Exynos 7420 chipset, the Deepoon M2 features an octa core ARM Cortex®-A57 & Cortex-A53…
April 1, 2016
GDC16: Day 2 and Still Standing (Just)!
Freddi Jeffries
It’s so humbling to see how many Arm partners are keen to share the stories of what they do with Arm and how Mali GPUs enable them to create bigger and better devices, applications and games every single…
March 17, 2016
GDC 2016: A First-Timer’s Take
Freddi Jeffries
Day one of
GDC 2016
has flown by in a whirlwind so I’m pausing for a minute to pop down my highlights. As a relative newby to the graphics industry this is my first time at GDC (and in the US!) so I’m…
March 16, 2016
Combined Reflections: Stereo Reflections in VR
Roberto Lopez Mendez
In this blog we show how to combine different types of reflections. We also show importance of rendering stereo reflections in VR and provide an implementation of stereo reflections in Unity.
March 10, 2016
WHITEPAPER: Expanding Virtual Horizons - The Future of Mobile VR
Freddi Jeffries
Ever wondered if Virtual Reality will really take off this time around, or why it never managed to before? VR is big news all over again and everyone’s talking about its possibilities and all the innovative…
March 9, 2016
ARM Mali Brings Scalability & Power Saving to the MediaTek Helio P20
Freddi Jeffries
Everyone wants the best of both worlds. We don’t want to pay a fortune for a phone, but we do still expect it to do everything we need it to. Whether that’s taking crystal clear pictures to share on social…
March 7, 2016
Virtual Reality – Blatant Latency and how to Avoid it
Freddi Jeffries
Welcome back to the third post in my Virtual Reality (VR) blog series. We’ve already discussed the reasoning behind our interest in VR as a major driving force for graphics development, but even in the…
March 1, 2016
Omate's Mali-based Smartwatch for Kids Gives Peace of Mind Parenting
Freddi Jeffries
Last week, at MWC, ARM® partner Omate® announced their first standalone smartwatch designed especially for kids, with their brand-new Omate Wherecom K3. Featuring a 3G Dual-core 1GHz ARM Cortex®-A7 and…
February 26, 2016
Mali Graphics Debugger V3.4 Released with Vulkan Support
Stephen Barton
This is a very exciting time for Graphics. Today marked the release of Vulkan, which is the latest graphics API to be developed by the Khronos group. It has been completely redesigned from the ground up…
February 16, 2016
Porting a Graphics Engine to the Vulkan API
Marius Bjørge
In this blog we share with developers our experience of porting a graphics engine to the Vulkan API. The engine we decided to port to Vulkan has already had support for various other standard APIs.
February 16, 2016
Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL - Part 3
Moritz Pflanzer
Back to
Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL - Part 1
Back to
Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL…
February 8, 2016
ARM Vulkan: Built for Modern Mobile Systems
Mike Smith
Built for Modern Mobile SystemsARM, along with other key industry members, made a lot of progress since the Vulkan announcement by the Khronos Group back in early 2015 and we’re now in the final stage…
February 1, 2016
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