• Better Together: Integrating Arm Mobile Studio with Unity

    Geraint North
    Geraint North

    Japanese Version - ダウンロード
    Chinese version - 中文版
    Korean version - 한국어판


    The developers of mobile games strive to ensure that their content works well across a broad range of devices, from the latest high-end premium smartphones to mass-market or older devices…

    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Speeding-up Fast Fourier Transform Mixed-Radix on Mali GPU with OpenCL - Part 1

    Gian Marco Iodice
    Gian Marco Iodice

    This is the first article of three that will focus on the implementation of Fast Fourier Transform (FFT) using the mixed-radix method on Mobile ARM Mali GPU by means of OpenCL.

    This blog series continues the work of Neil Tan who analyzed the main strategies…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Streamline performance analysis using local capture mode

    Jason Andrews
    Jason Andrews

    The Streamline daemon, gatord, has two modes of operation, daemon mode and local capture mode. It’s normally used in daemon mode to capture and send data over a network or USB connection from the target system to the host computer. Local capture mode…

    • over 1 year ago
    • Software Tools
    • Tools, Software and IDEs blog
  • Benchmarking floating-point precision in mobile GPUs

    Tom Olson
    Tom Olson

    Chinese Version 中文版:基准测试移动 GPU 中的浮点精度

    When we talk about GPU performance we usually talk about speed. In previous blogs we've talked about how many pixels per second you can put on the screen, how many triangles per second  you can pretend to draw…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Benchmarking floating-point precision in mobile GPUs - Part II

    Tom Olson
    Tom Olson

    This is the second in a series of blogs about floating-point quality in GPUs. In part I, I claimed that a lot of programmers don't really understand floating-point numbers, and argued that if you're going to use it for anything remotely tricky, you'd…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Combined Reflections: Stereo Reflections in VR

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    Introduction

    Reflections are an important element in how we visualize the real world and developers therefore use them extensively in their games. In a previous blog I discussed how to render reflections based on local cubemaps and the advantages of this…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog