• FPS and few other capture data are not showing up on streamline for Vulkan builds

    Rohan Ganapathy
    Rohan Ganapathy

    Hello,

    We tried running to do a performance comparison of our game with Vulkan integrated in out built and one without it(OpenGL). When we ran the Vulkan built apk and tried to capture some streamline data we seem to not get some data like "Frame Rate…

    • Answered
    • 12 days ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • MALI G76 MC4 Vulkan driver bug

    GEORGY MATAZIMOV
    GEORGY MATAZIMOV

    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…

    • Answered
    • 15 days ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Analyzing optimized SPIR-V binaries using Mali Offline Compiler

    speedym
    speedym

    I have a question regarding performance analysis of precompiled & optimized SPIR-V binaries using Mali Offline Compiler. 

    From the documentation, it seems that it should be possible to provide SPIR-V binary file format as input to malioc tool for performance…

    • Answered
    • 2 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Camera feed not showing on Mali-based chips

    NikolaTr
    NikolaTr

    Hi,

    We are developing Augmented Reality applications using Godot engine and we have integrated ARCore. We can successfully deploy an application on Android, and on devices based on Mali GPU (G71 etc), the camera feed is black (not showing) on the device…

    • Answered
    • 3 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Vulkan Samples: High Fidelity Graphics for Android Mobile Game Development Using Vulkan

    Ben Walshe
    Ben Walshe

    In this blog, we briefly look at two examples of how to use Vulkan to maximize the graphics performance in your game. We will walk you through a few key Vulkan performance samples that demonstrate common optimizations and best practices to follow in…

    • 3 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Arm Mali Developer Resources

    Ben Walshe
    Ben Walshe

    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

    • Arm Mali Best Practices Guide
    • Arm Best…
    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Making Gaming Faster with Updatable Mali GPU Drivers and Android GPU Inspector

    mattyclarkson
    mattyclarkson

    Every optimization matters in gaming. Optimizations can lead to better frame rates, higher-quality models, more beautiful pixels, and better battery life, which means longer playing sessions and better looking games. The utilization of the GPU is paramount…

    • 4 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan samples: Bandwidth and throughput optimizations for mobile

    José Emilio Muñoz-López
    José Emilio Muñoz-López

    Vulkan is changing the landscape of graphics by ushering in a new age of visual fidelity for Android devices. While powerful, the Vulkan API can be quite complex for mobile developers. Therefore, at GDC 2019, Arm released a set of Vulkan samples that illustrated…

    • 4 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Making Console-Like Gaming on Mobile a Reality

    SWin
    SWin

    The games industry is experiencing a shift in focus towards being ‘mobile-first’. Even game studios that have traditionally focused on developing only PC and console games are putting their resources into developing more mobile titles. This trend is supported…

    • 5 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • T880/Vulkan objects flicker

    WildMaN
    WildMaN

    Hi,

    I'm rendering some cubes via gpu instancing / compute shaders, and specifically on Samsung S7 Edge the more instances I add the more flickers I get. This is reproducible so far only on T880, other GPUs I've tried are good, including other Malis like…

    • 6 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Vulkan Mobile Best Practices - Management of Command Buffers and Multi-Threaded Recording

    José Emilio Muñoz-López
    José Emilio Muñoz-López

    One way to take advantage of all the CPU cores available to us is to implement multi-threaded recording of draw calls. In tile-based renderers (found in most mobile GPUs), the best approach to split the draw calls is to record them in secondary command…

    • 7 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan Mobile Best Practices: Frequently Asked Questions - Part 2

    Attilio Provenzano
    Attilio Provenzano

    After one year of development, the Vulkan best practices have seen massive change. From an idea in the heads of our engineering team to an official donation to Khronos. There are roughly 4,000 visitors a week to the best practices and we get tons of great…

    • 7 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan Mobile Best Practices: Frequently Asked Questions - Part 1

    Attilio Provenzano
    Attilio Provenzano

    After one year of development, the Vulkan best practices have seen massive change. From an idea in the heads of our engineering team to an official donation to Khronos. There are roughly 4,000 visitors a week to the best practices and we get tons of great…

    • 7 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Unity apk crashes on start with Vulkan interceptor

    Silentor
    Silentor

    Hello!

    I have a trouble with profiling my Unity project. (latest Unity 2019.2.12)

    I'm failed to use Graphics Analyzer from latest Arm Mobile Studio to profile Vulkan-based Unity application. I have just create empty test scene, add Vulkan interceptor…

    • Answered
    • 11 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Vulkan Best Practices - Memory limits with Vulkan on Mali GPUs

    Attilio Provenzano
    Attilio Provenzano

    This article covers situations in which a Vulkan application might trigger an out of memory (OOM) condition on Mali GPUs. It results in a DEVICE_LOST error, even if the API usage is correct. The OOM condition that developers hit most often is due to a…

    • 11 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Arm donates Vulkan Best Practice for Mobile Developers to The Khronos Group

    Wasim Abbas
    Wasim Abbas

    One year ago, we set out on a mission to make Vulkan API development more accessible for mobile developers through education, best practices and sample code. At GDC 2019, we unveiled our Vulkan best practices for mobile developers, and today we are announcing…

    • 11 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan Mobile Best Practices - Descriptor and Buffer Management

    Attilio Provenzano
    Attilio Provenzano

    An application using Vulkan will have to implement a system to manage descriptor sets. The most straightforward and flexible approach is to re-create them for each frame but doing this when targeting mobile platforms can be inefficient and problematic. 

    The 

    …
    • 11 months ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan Mobile Best Practice - Appropriate Use of Surface Rotation

    Attilio Provenzano
    Attilio Provenzano

    Surface rotation is an issue you have likely never heard before Vulkan – or even until now. On desktop it is clearly not a problem, on mobile it is totally transparent to the application in GLES and can be transparent in Vulkan as well.

    However…

    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan Mobile Best Practice: Picking the Most Efficient Load/Store Operations

    Attilio Provenzano
    Attilio Provenzano

    When you set up your render passes in Vulkan you have to set load and store operations. They let you specify what it should be done with your images at the render pass boundaries – discard/clear the contents or keep them in memory.

    It may be surprising…

    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan data precision supported for mali GPUs

    Ifan
    Ifan

    Hi, 

    Have mali GPUs supported float16/int8 arithmetic and storage operations by Vulkan ?

    Thanks

    • over 1 year ago
    • Open Source Software and Platforms
    • Android forum
  • Mali Offline Compiler Vulkan External glslangValidator.exe

    garric
    garric

    Hi,

    I find the problem that I have to compiler Vulkan with Mali Offline Compiler at where malisc.exe is installed, otherwise will prompt "ERROR: external\glslangValidator.exe does not exist."

    I also met with same problem when I use offline…

    • Answered
    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Vulkan Best Practices for Mobile Developers

    Ben Walshe
    Ben Walshe

    Vulkan is a powerful graphics API which allows for complete control of your application, enhancing the visual fidelity and performance. However, the API can be quite complex for developers as there are many ways of doing the same thing. It can be difficult…

    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Architecture of Mobile Gaming

    Ben Walshe
    Ben Walshe

    Photo by Annie Spratt on Unsplash

    After writing our a blog on the ‘History of Mobile Gaming’, we attended Game Developers conference (GDC) 2018 to a great reception from attendees. We had a demo showcasing some of the gaming devices of the past…

    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Future Drivers with Vulkan for SBC TinkerBoard?

    Jyu
    Jyu

    Hello,

    I am currently working on a porting project with various people (like Myy for the kernel mainline patch, Armbian, and other developers).

    I've read all the discussions about future drivers with the support of Vulkan, but I get the impression that…

    • Answered
    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Benchmarking OpenGL/Vulkan applications on QNX

    JWalsh
    JWalsh

    Hi.  I am new to this forum.  Sorry for the newbie question..

    I'd like to be able to do performance benchmarking across different vendor SoC's.  My application runs on QNX.  Can you recommend performance analyzers that would work for me?  I just found…

    • Answered
    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
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