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Insights from the Ecosystem: The Importance of Tools, Metrics and Optimisations
Pablo Fraile
Blog explores the trends and challenges Arm is hearing from our ecosystem partners and how we're responding through tools, metrics and optimisations on top of our silicon IP
September 22, 2020
Game cost budgeting, Valhall shader profiling, and more with Mobile Studio 2020.2
Peter Harris
We have recently released
Arm Mobile Studio 2020.2
, the latest version of our performance analysis tool suite for Android applications. This release includes a number of new features, as well as some…
September 15, 2020
Catch performance issues early with profiling and optimization insights for your entire team in Arm Mobile Studio Performance Advisor
Raphael Mun
In this guest blog by Raphael Mun, read about how you can catch performance issues early with Arm Mobile Studio.
August 19, 2020
Vulkan Samples: High Fidelity Graphics for Android Mobile Game Development Using Vulkan
Ben Walshe
In this blog, we look at two examples of how to use the Vulkan API to maximize the graphics performance in your game. Including render pass adjustments and CPU and GPU synchronization.
July 21, 2020
Partnering with Tencent Games on the Next-Gen Mobile Renderer
Nathan Li
This blog explains the benefits and features of the new next-gen mobile renderer, which was built in partnership between Arm and Tencent Games.
July 17, 2020
Making Gaming Faster with Updatable Mali GPU Drivers and Android GPU Inspector
mattyclarkson
This blog explains how developers can make their games run faster with updateable Mali GPU drivers and Android GPU Inspector
June 16, 2020
Launching Performance Analysis for Android CI
Peter Harris
Arm Mobile Studio 2020.1 launches with Professional Edition, enabling deployment of our Android game profiling tools into continuous integration systems.
June 11, 2020
Vulkan samples: Bandwidth and throughput optimizations for mobile
José Emilio Muñoz-López
Learn more about making bandwidth and throughput optimizations for mobile gaming through Arm's Vulkan samples.
June 9, 2020
Arm Mali Best Practices 2.1 Released
Ben Clark
In this blog, read about the release of the updated Arm Mali Best Practices for developers.
June 3, 2020
Arm Mali-G78 GPU: Delivering True Immersive Entertainment on Mobile
Stephen Barton
This blog goes through the key features and benefits of the Arm Mali-G78 GPU.
May 26, 2020
Making Console-Like Gaming on Mobile a Reality
SWin
Learn how Arm is helping to make console-like gaming on mobile a reality through our IP, tools and work with partners like the game and technology development company Crytek
April 27, 2020
Vulkan Mobile Best Practices - Management of Command Buffers and Multi-Threaded Recording
José Emilio Muñoz-López
In this blog we explain the best way to manage command buffers and multi threaded recording when using Vulkan according to our best practices mobile.
March 25, 2020
Vulkan Mobile Best Practices: Frequently Asked Questions - Part 2
Attilio Provenzano
In this second part of our FAQ blog we discuss the most common questions that get asked by developers when dealing with the Vulkan best practices repository that is hosted by Khronos.
March 10, 2020
Automated Performance Advice for Android Games
Peter Harris
Mobile gaming is advancing rapidly in terms of sophistication, making manual performance analysis a bottleneck. Arm Performance Advisor is a tool aiming to automate performance analysis.
March 9, 2020
Vulkan Mobile Best Practices: Frequently Asked Questions - Part 1
Attilio Provenzano
In this blog series we will answer and explain some of the most commonly asked questions on the Vulkan best practice repository.
February 25, 2020
The New Era of Augmented Reality: A Look at the Present, Near Future and Far Future
Ian Pilkington
This blog explains how various use cases will develop through the new era of augmented reality - now, in the near future and in the far future.
February 17, 2020
High quality RGBM texture compression with ASTC
Peter Harris
Learn about RGBM texture compression with ASTC.
December 11, 2019
Improving data performance with Arm Streamline 7.1
Peter Harris
Read about how to improve data performance with streamline.
November 25, 2019
Vulkan Best Practices - Memory limits with Vulkan on Mali GPUs
Attilio Provenzano
This article covers situations in which a Vulkan application might trigger an out of memory (OOM) condition on Mali GPUs, resulting in a DEVICE_LOST error, even if the API usage is correct.
November 19, 2019
Vulkan Mobile Best Practices - Descriptor and Buffer Management
Attilio Provenzano
Read about the options to improve both descriptor and buffer management when developing on Mobile with the Vulkan API.
November 12, 2019
Accelerate your shaders with Mali Offline Compiler 7.0
Peter Harris
The new Mali Offline Compiler 7.0 release includes support for the latest compiler back-end for the Mali Bifrost family of GPUs.
November 6, 2019
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