• Mali Performance 3: Is EGL_BUFFER_PRESERVED a good thing?

    Peter Harris
    Peter Harris

    Previous blog in the series: Mali Performance 2: How to Correctly Handle Framebuffers

    This week I'm finishing off my slight diversion into the land of application framebuffer management with an analysis of EGL_BUFFER_PRESERVED, and how you determine…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Performance 1: Checking the Pipeline

    Peter Harris
    Peter Harris

    Over the first few blogs in this series I have introduced the high level rendering model which the ARM Mali "Midgard" GPU family uses. In the remainder of this series I will explain how to use DS-5 Streamline, a system-level profiling tool…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • New Mali Graphics Debugger v1.2 Features Improve Fragment Performance

    Anand Patel
    Anand Patel

    Analysing Performance

    When we talk about optimizing performance, we could mean a number of different things. The first thought that comes to most people’s minds in the context of a gaming application is frame rate (FPS). FPS is very important, after all…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Introducing the ARM Mali-T700 GPU series: Innovated to (efficiently) power the next generation of devices

    Plout Galatsopoulos
    Plout Galatsopoulos

    Better performance or longer battery life? Or both?

    Many mobile phone users have experienced the disappointment of having their favourite device run out of juice when they are far away from a power socket. Some of them may also have experienced the warm…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Saving System Power with ARM Multimedia IP

    Sean Ellis
    Sean Ellis

    ARM’s Multimedia IP portfolio is designed to work together to reduce overall system power while delivering the performance that is central to the mobile device experience.

    What is the Multimedia Experience?

    Most of the interactions that users have…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • New samples in Mali SDK

    Sylwester Bala
    Sylwester Bala

    I often receive questions such as “How can I render shadows with OpenGL® ES 2.0 without an available depth texture extension?”; “How can I render a simple text with OpenGL ES 2.0?”; or “Simple text rendering does not produce a high quality result, how…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Profiling and Debugging Games on Mobile Platforms with DS-5 Streamline and Mali Graphics Debugger

    Lorenzo Dal Col
    Lorenzo Dal Col

    It’s been a terrific year for the Mali™ Developer Resources team this year, with the Mali Graphics Debugger being released along with support for the ARM® Mali-T604 in ARM DS-5™ Streamline™.

    The Mali Graphics Debugger was announced…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Killing Pixels - A New Optimization for Shading on ARM Mali GPUs

    Sean Ellis
    Sean Ellis

    Invisible pixels are expensive                                                            …

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali GPU Tools: A Case Study, Part 3 — Static analysis with the Mali Offline Shader Compiler

    Lorenzo Dal Col
    Lorenzo Dal Col

    This is the third and last part of this series that explains how to analyze the Epic Citadel demo using our ARM® Mali™ GPU tools. In Part 1 we profiled the application using using DS-5 Streamline, while in Part 2 we used the ARM Mali Graphics…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali GPU Tools: A Case Study, Part 2 — Frame Analysis with Mali Graphics Debugger

    Lorenzo Dal Col
    Lorenzo Dal Col

    In the first part of this series we used ARM® DS-5 Streamline to profile the Epic Citadel demo in order to understand the workload on CPU and GPU, and the bandwidth usage. In this article we are going to analyze the same frame with the ARM Mali™…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali GPU Tools: A Case Study, Part 1 — Profiling Epic Citadel

    Lorenzo Dal Col
    Lorenzo Dal Col

    Performance analysis and optimization have always been key topics when it comes to mobile applications, in particular for game developers. The task of bringing console class graphics to mobile platforms is challenging: users expect very high quality content…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Particle System. Realtime smoke rendering with OpenGL ES 2.0.

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    This whitepaper describes how to implement a simple particle system to simulate smoke.

    Use of the code snippets present within this whitepaper are subject to the Mali OpenGL ES Linux SDK Tutorial EULA terms.

    • Whitepaper-ParticleSystem.pdf
    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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