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…
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:
Before we dive…
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…
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…
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…
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…
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…
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…
I am using Samsung Galaxy S7 edge with Android 6.0.1
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…
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??
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…
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…
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…
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…
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…
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.

Grey skies didn…
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…
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…