On the 29th September, as promised at Google I/O, Unity released the first developer preview for their upcoming Vulkan renderer. Developers have been eagerly awaiting the release since Android Nougat…
In previous blogs we’ve looked at the scalability of the Mali™ family of GPUs which allows partners’ implementations to be tailored to fit all levels of device across multiple price, performance and area…
I lost a few days wondering why some textures were completely distorted when loaded in OpenGL.The thing is, they were only distorted when the colours components were packed as GL_UNSIGNED_SHORT_5_5_5_1…
In the 27 years since its inception, Hot Chips has become one of the world’s leading high performance microporocessor event. Attracting more than 500 attendees from across the world, Hot Chips presents…
In the first Bitesize Bifrost blog we introduced you to our new GPU architecture, Bifrost, and looked specifically at the extensive optimization and power saving benefits provided by clause shaders. This…
As you may have seen, Virtual Reality (VR) is getting increasingly popular. From its modern origins on desktop, it has quickly spread to other platforms, mobile being the most popular. Every time a new…
I introduce the block-level architecture of a stereotypical Bifrost shader core and explain what performance expectations application developers should have of the hardware when it comes to content optimization…
As a graphics blogger I’m always interested in the next big thing in tech and particularly, VR, so when I saw a news item about a guy cycling the length of the country from the comfort of his living room…
In the first of my Mali™ Power & Efficiency blogs we looked at the inbuilt flexibility and scalability of the Mali range of GPUs. It’s this that allows ARM® partners to target exactly the right…
Ok I did it. I downloaded Pokemon Go. Yes I was trying to resist, yes it was futile, yes it’s an awesome concept. Whilst a strong believer in Virtual Reality as a driving force in how we will handle much…
Some devices, applications or use cases require the absolute peak of performance capability in order to deliver on their requirements. Some devices, applications or use cases however, need to save every…
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…
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…
IntroductionDevelopers have used reflections extensively in traditional game development and we can therefore expect the same trend in mobile VR games. In a previous blog I discussed the importance…
Tools such as ARM DS-5 Streamline provide developers access to the GPU hardware performance counters. This blog doesn't explain how to use the tools but focuses on what the counters mean to a system integrator…
Late May sees the annual Pint of Science events take place in pubs (and other somewhat unusual venues) around Cambridge, the UK and indeed the rest of the world. Designed to combine the city’s love of…
Mali, the #1 shipping family of GPUs in the world, is celebrating 10 years with ARM this month! In honour of the occasion I’m going to take a look at some of the key milestones along the way and how Mali…
Here's a quick tip to convert pictures to raw format with FFMPEG, in order to use them as a texture in OpenGL, with no extra conversion :BMP filesffmpeg -vcodec bmp -i /path/to/texture-file.bmp -vcodec…