This blog was written by Kapileshwar Syamasundar during his summer placement at ARM in the ARM Mali Graphics demo team. Kapil did some great work at ARM porting the Ice Cave demo to VR using Unity, we hope you can benefit from this too.
As discussed in our virtual reality (VR) intro blog, whilst the VR industry is moving from strength to strength, there are still a few key issues which often stand in the way of developing a truly successful VR experience. For the purposes of this blog…
As you may have seen, Virtual Reality (VR) is getting increasingly popular. From its modern origins on desktop, it has quickly spread to other platforms, mobile being the most popular. Every time a new mobile VR demo comes out I am stunned…
I would love to check this out in my S6. Will this demo be made public? If not, would you be willing to build it and pass the apk back if I give you my OSIG file?
Hi, there are no plans to release it currently but you can check it out at the upcoming ARM Game Developer Days in London & Chengdu next month, and we'll be talking a lot more about VR in the coming months so keep an eye out if you want to see more. Thanks…
Hi dvasilev, thanks a lot for the report, it should be fixed now.
So, GPU can render data at 'warped' coordinate and write them directly to front buffer with Mali!
Thank you for your support. I'd gladly wait for the Part 4.
Thank you for an epic post! It was very helpful for me.
But I have a question about how the Front Buffer Rendering works:
The Front Buffer Rendering lets GPU to render directly to the front buffer, but the data should be written ahead of display reading…
I will absolutely thoroughly look through the Oculus Mobile API!
Thanks Sam! Your answer was very thorough and informative.
But I'm now curious about how many buffers are being written to. You hint that there are at least two: the eyebuffer (the application writes out to, and the timewarp reads from), and the d…