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  • Twitch: Optimizing Unreal Engine Apps with Mali Graphics Debugger

    Twitch: Optimizing Unreal Engine Apps with Mali Graphics Debugger

    Freddi Jeffries
    Freddi Jeffries

    Everyone knows we in the Arm Mali team design graphics, video and display processors, targeting the fine line between high quality, immersive gaming and sufficient efficiency that you can still play for hours. If you’ve seen the report we released…

    • over 4 years ago
    • Arm Community blogs
    • Graphics, Gaming, and VR blog
  • Building an Unreal Engine Application with Mali Graphics Debugger Support

    Thomas Poulet
    Thomas Poulet

    In a previous blog we talked about running Mali Graphics Debugger on a non-rooted device. In this blog we will focus on how you can add support for Mali Graphics Debugger, on a non-rooted device, to your Unreal Engine application. The plan we are going…

    • over 5 years ago
    • Arm Community blogs
    • Graphics, Gaming, and VR blog
  • High quality reflections for Mobile VR in Unreal Engine

    High quality reflections for Mobile VR in Unreal Engine

    Attilio Provenzano
    Attilio Provenzano

    Introduction

    Reflections have always been an important topic in video game graphics, given how much they add to the realism of a scene and how expensive they tend to be in terms of computations, when aiming for quality. Mobile virtual reality pushes both…

    • over 5 years ago
    • Arm Community blogs
    • Graphics, Gaming, and VR blog
  • Latest Unreal Engine release 4.14 adds mobile features optimized for Mali GPUs

    Gemma Paris
    Gemma Paris

    This week, Unreal Engine released their latest UEv4.14 upgrade and it includes several cool mobile features:

    VR Multiview Support for Mobile

    VR Multiview is an extension of OpenGL ES available on Android devices. Multiview allows the developer to simultaneously…

    • over 5 years ago
    • Arm Community blogs
    • Graphics, Gaming, and VR blog
  • Building an Unreal Engine application with Mali Graphics Debugger support (UE 4.15 onwards)

    Building an Unreal Engine application with Mali Graphics Debugger support (UE 4.15 onwards)

    Thomas Poulet
    Thomas Poulet

    With Unreal Engine 4.15, Epic introduced the ability to directly enable profiling on mobile devices from the editor. In a previous blog article, we discussed how to enable this feature on pre 4.15 engine versions, the following content applies to 4.15…

    • over 5 years ago
    • Arm Community blogs
    • Graphics, Gaming, and VR blog
  • CircuitVR: Implementing Foveated Rendering on GearVR with Mobile multiview and Eye Tracking in Unreal Engine 4

    Daniele Di Donato
    Daniele Di Donato

    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.

    Mobile Multiview

    Mobile Multiview…

    • over 5 years ago
    • Arm Community blogs
    • Graphics, Gaming, and VR blog
  • ARM Collaboration with Popular Game Engine Providers

    Doug Day
    Doug Day

    You have probably all seen the announcements at GDC 2015 (going on right now). The big engine guys are battling it out for the attentions of developers large and small. Epic Games are giving away Unreal Engine 4 for free and Unity Technologies have released…

    • over 7 years ago
    • Arm Community blogs
    • Graphics, Gaming, and VR blog
  • RE: Is it ok Ryzen 3600x pair with RTX 2060 for gaming and graphic design?

    windranger
    windranger

    yes, it is fine. I have tried running Unreal engine on 3600 and 1660ti (much lower GPU). ran fine. however, it largely depends on the complexity of your project

    • over 1 year ago
    • Support forums
    • Graphics, Gaming, and VR forum
  • RE: Where is the info of my frame? :)

    Dmitriy_
    Dmitriy_

    Hi, Ben! :)

    It's a game on unity. It's apk file (Development Build). It's Universal Render Pipeline, forward rendering.

    So in game in unity I have many different objects, and in profile in unity at the desktop I see:

    SetPass Calls: 113 Draw…

    • 9 months ago
    • Support forums
    • Graphics, Gaming, and VR forum
  • Draw call performance on the Mali-T880 MP12

    cedega
    cedega

    I've been profiling a 3D scene on the Samsung Galaxy S7 and I've noticed that glDrawElements and glDrawArrays CPU time is a lot larger compared to Adreno and PowerVR GPUs.

    For some context, in an effort to improve performance on Mali devices, I…

    • Answered
    • over 4 years ago
    • Support forums
    • Graphics, Gaming, and VR forum
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