• RE: Where is the info of my frame? :)

    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…

  • RE: Why vulkan has much higher input primitives than OpenGL?

    Hi iculi,

    One thing you can try here is to instead of comparing e.g. a 10 second range, zoom in to a single frame and select and compare this directly. This is usually much easier because then you don't need to worry about what the frame-rate is. 

  • Draw call performance on the Mali-T880 MP12

    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…

  • Arm Mali Developer Resources

    Looking for all of the developer resources available from Arm? As there are so many they can be difficult to find sometimes. That is where we come in with this handy quick reference blog for you!

    Developer Guides

  • Welcome to GDC17!

    Welcome one and all to my favourite time of year, GDC time! Once again we’re back in San Francisco amongst the best and brightest of the global game development industry to bring you all the very latest tech, tools, tips and tricks to help you build the…

  • Translucent

    I develop simple 2D sidescroller for mobile devices on Unreal Engine 4 and want to release it on Android and IOS. At the moment, I have a problem with the optimization of the devices, based on Mali GPU.

    I have stable 50 fps on the old Nexus 4 and IPhone…

  • GDC’17: Developer resources released

     One of the strengths of ARM is the resources we invest in nurturing the developer ecosystem using the ARM architecture. Mobile graphics developers are really important to us and the Game Developer Conference (#GDC17) is the place where graphics developers…

  • [MGD/GearVR/UE4] End of frame not detected

    Hi guys,

    I'm trying to profile a GearVR application running on Unreal Engine v4.17 with Mali Graphics Debugger (4.7) integrated. I can connect to the MGD service on the device and receive data but it seems that the profiler doesn't detect the end of…

  • Arm GPUs built on new 5th Generation GPU architecture to redefine visual computing

    Last year Arm launched a brand-new flagship GPU called ‘Immortalis’, which is proving to be an outstanding success. Immortalis-G715 is already leading on performance and efficiency across various benchmarks for the latest high performing smartphone…

  • MALI G76 MC4 Vulkan driver bug

    Hello.

    I'm a researcher of modern Vulkan on mobiles.

    There is a device XIAOMI Redmi Note  8 Pro, Android 10, MIUI 12.0.3 Global, Vulkan 1.1.108, Mali-G76 MC4.

    Recently I have memory layout problem in the uniform buffer which is visible for vertex shader…