• Vulkan Multipass at GDC 2017

    Hans-Kristian Arntzen
    Hans-Kristian Arntzen

    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:

    Tile-based GPUs and Deferred shading

    Before we dive…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GDC u next year...

    Freddi Jeffries
    Freddi Jeffries

    It’s Friday and GDC17 is officially almost over for another year. After information overload from a host of brilliant talks and speakers it was back to the ARM booth to check out our demos, catch up with some partners and share our Dev tools with…

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    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GDC17 Day 2 sessions: Graphics quality, optimizations and more Vulkan!

    Freddi Jeffries
    Freddi Jeffries

    Another beautiful day in San Francisco and it’s back to Moscone West for more awesome expertise from across the game dev industry. Yesterday afternoon we joined Epic and Oculus to hear how the collaboration between Unreal Engine, Oculus and ARM can support…

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    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GDC17 Day 1 sessions: VR, Vulkan & more VR!

    Freddi Jeffries
    Freddi Jeffries

    It’s finally here, GDC17 is underway!

    After a minor mishap with some ligaments, my expo-walking, booth-reviewing GDC plans have had to be slightly readjusted, but if nothing else, immobility means the opportunity to sit in on all the awesome talks…

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    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Evolution of mobile gaming

    Freddi Jeffries
    Freddi Jeffries

    Gone are the days when gaming was the sole domain of your PC or console, these days just about everyone with a phone has gamed on the go in some form or another. The earliest iterations of mobile gaming were run on the CPU and hit our hands with the likes…

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    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Come and join us at the GDC’17 talk: “Get the Most from Vulkan in Unity with Practical Examples from Infinite Dreams”

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    Introduction

    This time last year, at GDC 2016, Khronos launched Vulkan 1.0 and Khronos members including ARM released Vulkan drivers and SDKs. This year’s GDC sees the release of Unity v5.6 with the built-in Vulkan renderer. This shows Unity’s support…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Game Developers Conference (GDC)

    Carl Williamson
    Carl Williamson
    February 27, 2017 10:00 PM to March 03, 2017 10:00 PM Coordinated Universal Time
    Moscone Convention Center, 747 Howard Street, San Francisco, CA 94103
    The Game Developers Conference (GDC) is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games and virtual reality gather to exchange...
    • over 3 years ago
    • Arm Community
    • Calendar
  • Are the Vulkan drivers compatible with Mali-T764 GPU ?

    Myy
    Myy

    Greetings,

    I'm currently looking for a cheap Vulkan-compatible development board with a Mali GPU, that is compatible with mainline kernels.

    The best I've currently found uses a Mali-T764. The Mali Vulkan drivers webpage stipulates that the drivers…

    • Answered
    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Why does Mali T880 does not support VK_EXT_debug_report extension?

    Abhijit
    Abhijit

    I am using Samsung Galaxy S7 edge with Android 6.0.1

    • Answered
    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • How best to maximize cache-write utilization for gpu-compute?

    Sean Lumly
    Sean Lumly

    What are some best practices for preventing data from being written out to RAM when structuring a compute job on the GPU that requires a small amount of data? For example, if I wanted to do 10M read/write operations on a contiguous 1024B array and finally…

    • Answered
    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Support buffer_storage & dual source blending?

    Abz
    Abz

    Do you have any plans on supporting these two extensions?

    also, on the extension list for the r8p0 driver, you wrote that there was support for GL_EXT_geometry_shader_point_size, but this particular extension is not in the S7 exynos??

    Mali Midgard Architecture…

    • Answered
    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • 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 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan & Validation Layers

    Sergey Solovyev
    Sergey Solovyev

    Why the validation layers?

    Unlike OpenGL, Vulkan drivers don't have a global context, don't maintain a global state and don't have to validate inputs from the application side. The goal is to reduce CPU consumption by the drivers and give applications…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Multi-Threading in Vulkan

    Marius Bjørge
    Marius Bjørge

    In my previous blog post I explained some of the key concepts of Vulkan and how we implemented them in our internal graphics engine. In this post I will go into a bit more detail about how we implemented multi-threading and some of the caveats to watch…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Get started with the new ARM® Vulkan SDK v1.0.0 for Android!

    Gemma Paris
    Gemma Paris

    The Vulkan API released in Feb’16 by Khronos is the new generation graphics and compute API designed to work across all platform types from desktops to mobile and embedded. One of the key features is that it’s a very low level API, giving more explicit…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GDC16: Day 2 and Still Standing (Just)!

    Freddi Jeffries
    Freddi Jeffries

    WOW. Day two of GDC has come to an end and I’m exhausted and hyped at the same time. If anything it was even bigger and better than yesterday with people everywhere, heaps of fantastic talks and some really great visitors to the ARM booth. Having…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GDC 2016: A First-Timer’s Take

    Freddi Jeffries
    Freddi Jeffries

    Day one of GDC 2016 has flown by in a whirlwind so I’m pausing for a minute to pop down my highlights. As a relative newby to the graphics industry this is my first time at GDC (and in the US!) so I’m keen to share my thoughts.

    rain.jpg

    Grey skies didn…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Graphics Debugger V3.4 Released with Vulkan Support

    Stephen Barton
    Stephen Barton

    This is a very exciting time for Graphics. Today marked the release of Vulkan, which is the latest graphics API to be developed by the Khronos group. It has been completely redesigned from the ground up with a much greater emphasis on low-level efficiency…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Vulkan: Built for Modern Mobile Systems

    Mike Smith
    Mike Smith
    ARM Logo.pngvulkan logo.png

    Built for Modern Mobile Systems

    ARM, along with other key industry members, made a lot of progress since the Vulkan announcement by the Khronos Group back in early 2015 and we’re now in the final stage of development.

    What is Vulkan?

    Vulkan is a new…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Linley mobile chip report: Mali-G71 enables coherent computing

    Freddi Jeffries
    Freddi Jeffries

    We recently launched our highest performance GPU to date, Mali-G71. Based on our brand new Bifrost architecture it represents a new era of graphics processing and is designed to support next generation content such as AR and VR and latest graphics APIs…

    • Mali-G71 Enables Coherent Computing.pdf
    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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