• 1 Jun 2017

    Mobile’s new paradigm shift

    You may have already forgotten that the mobile device we hold in our hands today originated as a “cellular phone”, then became a “feature phone” and now a “smart phone”.
    • 1 Jun 2017

    ARM's Rene Haas on 'An Amazing World of Possibilities' at Computex 2017

    The first day of Computex Taipei 2017 opened up in expectation of 130,000 visitors attending to learn about the latest developments of the technology industry. With the Innovex expo alone featuring 272 start-ups it’s easy to see that the indust...
    • 30 May 2017

    Post-processing in mobile: Clustered Volumetric Fog

    With each generation of mobile GPUs the available performance budget sees a significant increase. That performance increase opens up the door to new techniques never tried in mobile before. Post-processing is one of those areas that were traditionall...
    • 29 May 2017

    Computex 2017 - Launching Mali-G72, Cortex-A75 & Cortex-A55!

    Monday morning in Taipei and the public holiday for the Dragon Boat Festival doesn’t slow the momentum of the technology industry. Computex opens tomorrow but first we’ve gathered the best and brightest of Asia’s tech industry to announce the release of ARM’s latest suite of premium mobile products, including a brand new High Performance GPU, Mali-G72. The Taiwan International Conference Centre plays host this morning...
    • 29 May 2017

    Mali-G72 – Enabling tomorrow’s technology today

    You might have noticed that around this time of year we start to talk about our latest high end GPU. Well, 2017 is no different and we in the ARM Mali team are delighted to welcome Mali-G72 to the High Performance GPU roadmap.
    • 24 May 2017

    Google and the quest to bring Artificial Intelligence for the masses

    I recently attended the 11th Google I/O, a conference where 7000 developers gather near Google’s headquarters to learn about, and celebrate, everything new that Google announces across its increasing range of products and services. The announc...
    • 22 May 2017

    OpenXR creating the gold standard for alternative realities

    ARM is engaging with this standardisation effort as we are keen to help the various XR markets to grow and achieve their full potential.
    • 17 May 2017

    Unofficial patches for Mali Midgard GPU r17p0 kernel drivers on 4.12.0-rcX kernels

    Greetings, The new kernel 4.12 series has started and for all the ealier adopters who want to use these kernels with Mali Midgard GPU support, here are the patches needed to compile such kernels with the Mali Midgard r17p0 drivers, after copying the ...
    • 9 May 2017

    Evolution of mobile gaming: Gains, games and growing pains

    We talked recently about the evolution of mobile gaming , from the earliest days of snake, through the first Mali-powered phone right up to where we are today with the growing popularity of complex, high fidelity games on mobile. It isn't just us seeing this trend either, Google recently agreed that 'a connected trend we’re seeing surfacing in 2017 on mobile ... is the rise of high fidelity games on Google Play'. Of course...
    • 5 May 2017

    Console quality game rendering on mobile

    In the last six years we have seen huge improvements in the performance of mobile system-on-a-chip designs, with gains spanning the CPU (x100), the GPU (x300), and the DDR memory system (20x). These improvements make it finally possible to start treating high-end mobile phones as a target for the types of graphics algorithms which would have previously only been possible on games consoles and PC platforms. However, the...
    • 5 May 2017

    ARM Guide for Unity Developers v3.3

    The ARM Guide for Unity Developers now includes two new chapters which apply to the latest features integrated from Unity v5.6 release. Chapter 8 is dedicated to learn about the Vulkan API benefits and features, as well as how to make the Vulkan API the primary API for a graphics app in Unity. Chapter 9 covers the ARM Mali Graphics Debugger (MGD) tool that debugs graphics applications and identifies performance bottlenecks...
    • 5 May 2017

    New Developer Guide: ARM Mali application developer best practices

    The ARM Mali application developer best practices guide targets an expert developer audience, familiar with Vulkan and OpenGL ES API programming.
    • 5 May 2017

    High quality reflections for Mobile VR in Unreal Engine

    Reflections based on static local cubemaps are a powerful tool to give a better sense of realism to your game at an affordable performance cost. This blog is a step-by-step guide on implementing your own high quality, precomputed reflections in Unreal Engine.
    • 4 May 2017

    Why Samsung are choosing ARM for next-generation IVI systems

    One of the major technology segments on everyone’s radar this year is automotive. Huge advances are taking place in Advanced Driver Assistance Systems (ADAS) to improve road safety by assessing hazards the driver may not be aware of, but there is still a lot to do before we see fully autonomous vehicles on our roads as standard. ARM’s Richard York explained how we’re taking steps towards automated driving in an interview...
    • 4 May 2017

    Streamline for Developers

    Introduction Streamline is a great tool to work out where the bottleneck is for your application. It should be your first pass tool in finding out whether you are vertex, fragment, CPU or bandwidth bound. Up until now, for this tool to work you needed to have a rooted a device with Perf enabled in your kernel. As of DS-5 V5.27 this is no longer the case. Figure 1: Overview for Streamline Streamline can now run...
    • 4 May 2017

    Mali Graphics Debugger: One Year On

    It has been over a year since we first announced our Vulkan support in MGD and a lot has changed. I thought I would take this time to share with you our current support and our achievements before having a brief look at what exciting things we are planning in the future. API Tracing All of the functions from the Vulkan specification can be traced correctly in MGD. This means that you will be able to see exactly what...
    • 3 May 2017

    Mali-Cetus preview – Driving display

    Display processing isn’t an area that gets a lot of press, however we see it working right in front of us every day but take it so much for granted that we rarely consider what it is and how it works. Well, the display processor is the final stage in the application processor of a device like your smartphone. Its main function is to drive the pixels processed by the GPU and VPU to the display panel for viewing.
    • 3 May 2017

    Vulkan Multipass at GDC 2017

    At this year’s Game Developers Conference in San Francisco, I presented our work with Vulkan Multipass at the Khronos Group’s DevDay. A YouTube video of the presentation can be found here: (Please visit the site to view this video) Tile-based GPUs and Deferred shading Before we dive into detail on what Vulkan Multipass is, let’s consider how deferred shading can be done optimally on mobile GPUs. A tile-based architecture...
    • 3 May 2017

    Vulkan Integration in Unity

    The blog describes in detail the benefits that Vulkan brings to developers in terms of performance, energy consumption and battery life, as well as best practice. We also describe how to integrate the Mali Graphics Debugger tool in Unity. Lastly, a practical example and performance analyses in implementing Vulkan over OpenGL is presented.
    • 3 May 2017

    Mali Bifrost Usage Recommendations for Texture and Sampler Descriptors

    Vulkan is a low level rendering API which exposes the hardware more directly to the application than the earlier APIs such as OpenGL ES. This enables a much lighter driver, reducing CPU load and improving energy efficiency, but in return places respo...
    • 3 May 2017

    Vulkan SDK update

    Our team has updated the Vulkan SDK with new sample code and tutorials. All sample code is released in github, under an MIT license. This latest SDK update includes two new Vulkan features: Vulkan Multipass and ASTC compression format available in the core Vulkan API.
    • 2 May 2017

    CircuitVR: Implementing Foveated Rendering on GearVR with Mobile multiview and Eye Tracking in Unreal Engine 4

    Debuted at GDC 2017, CircuitVR is our latest mobile VR demo showcasing multiview and foveated rendering, while exploring the inner workings of a mobile phone and seeing how the various components work and fit together. (Please visit the site to view this video) Mobile Multiview Mobile Multiview is a powerful extension in Unreal Engine 4.14 that mitigates one of the problems of mobile VR which is the necessity to...
    • 2 May 2017

    Music and Sound Design for Circuit VR

    My brief, was to create music and sound effects for the VR Circuit app to elevate and enhance the user experience. This was our first collaboration and I want to share my experience and emphasise some aspects of it which worked and how it could be improved in future.
    • 2 May 2017

    An Artist’s Perspective on Mobile VR Development

    Circuit VR is the latest demo which we worked on while also being my first experience developing for a mobile platform. The main purpose of it is to showcase Mobile Multiview and Foveated Rendering whilst being interactive VR experiences that takes player inside a disassembled phone. Guided by a robot the player will climb right inside the tech that makes your phone work and see how it all comes together. Figure 1...
    • 2 May 2017

    Circuit VR: A post-mortem in a Lilliputian world

    Did you ever wonder what is happening inside your phone, what the different pieces and components are, how they interact together to make this lump of sand and plastic become the true miracle of technology that is your smartphone? Pack your things and get ready to depart to our space station, where you will be miniaturized to the size of a processor chip, and teleported inside a smartphone. If you were at GDC this...