Performance and Optimization Tutorials

Performance and optimization
Achieving Console Quality Games on Mobile with Digital Legends case study
Optimize your Mobile games with Case Studies
Optimize Your Mobile Game: Arm Tools
OpenGL ES 3.1 & Android Extension Pack
Best coding practices for Mobile
Optimized rendering based on local Cubemaps
The evolution of the standard cubemap
Optimized effects for mobile devices
Optimizing and debugging mobile games
Batching and dynamic geometries

Adaptive Scalable Texture Compression
Adaptive Scalable Texture Compression guide
Getting the most out of ASTC
ASTC for graphics developers
ASTC does it
ASTC: The extra dimensions

 

Pixel Local Storage
Advanced Uses of Pixel Local Storage 

Optimize your games and applications using Mali Tools

Partner tutorials 
Optimizing mobile games with Gameloft and Arm 
Gameloft and Arm 
GameBench: The 3-minute performance health check 
GameBench 
OpenGL ES Optimizations 
Google



Achieving Console Quality Games on Mobile with Digital Legends case study

Peter Harris, Senior Principal Engineer, Arm. Unai Landa, CTO, Digital Legends. Jon Kirkham, Staff Engineer, Arm.

In the last 7 years there has been a massive 300x increase in GPU performance and 24x increase in screen resolution, making AAA graphics content achievable on mobile games. This talk will provide a case study of the Afterpulse game to cover the key developer features of the mobile architecture as well as the best coding practices used to achieve AAA graphics content. The session will also cover the most useful developer tools used to detect specific code bottlenecks, and how they were overcome.

Optimize your Mobile games with Case Studies

Stephen Barton, Product Manager, Arm                                                                        Stacy Smith, Senior Software Engineer, Arm

This presentation introduces you to the Arm tools and skills needed to profile and debug your application, and the optimization techniques and best practices to achieve high frame rates with high quality 3D graphics on mobile platforms.
The session also uses practical case studies to illustrate how the application bottlenecks were detected and the optimizations implemented to overcome the challenges.

Optimize Your Mobile Game: Arm Tools

Stephen Barton, Arm

How can you detect where the performance bottlenecks are in your code? Try utilizing API analysis to debug graphics, optimize performance of the gaming application and improve a user’s visual experience. This talk introduces you to the tools and skills needed to conduct valuable profiling and debugging of your application.

Best Coding Practises for Mobile Platforms

Roberto Lopez Mendez, Arm

A review of the best practises and recommended techniques to overcome the most common problems faced when developing under the unique challenges of mobile platforms. A number of techniques to optimize CPU load as batching, culling, LOD and sorting are reviewed. Best practices to balance the load on vertex and fragment shader are examined. The main factors influencing bandwidth load are also discussed.

Optimized Rendering based on Local Cubemaps

Roberto Lopez Mendez, Senior Engineer, Arm

How to implement reflections, refractions and a completely new technique for rendering real-time shadows based on the use of the local cubemap technique.

The evolution of the standard cubemap

Roberto Lopez-Mendez, Senior Software Engineer, Arm

This presentation shows how the concept of standard cubemaps, originally used to implement reflections from distant environments, has evolved to a more complex concept of local cubemaps used to implement local reflections, shadows and refractions. Several videos will be displayed to demonstrate new applications of local cubemaps and support the theory behind the new rendering techniques. It will demonstrate why rendering techniques based on local cubemaps are important for mobile graphics as they are faster, more efficient and provide better quality than other classical rendering techniques such as shadow mapping and runtime planar reflections using a mirrored camera. The limitations of rendering techniques based on local cubemaps, and how to address them, will be also discussed.

Optimized Effects for Mobile Devices

Stacy Smith, Senior Software Engineer, Arm

Many developers in the mobile space started out in the desktop or console space and are re-creating their work in those spaces for mobile. Some of them find that they have to drop the complexity of their content in order to achieve reasonable performance on mobile, but this needn’t necessarily be the case. Desktop and mobile GPUs work in different ways and have different capabilities; understanding these differences can inform a more efficient usage of the resources available on mobile GPUs.

Optimizing and Debugging Mobile Games

Lorenzo Dal Col, Product Manager, Arm

Let Arm introduce you to methodologies for the efficient rendering of high quality 3D graphics in mobile games. The scope of this presentation by Lorenzo Dal Col is to show how these tools can be used to analyze and optimize games and game engines as Arm does with its Ecosystem partners like Unity, Gameloft and Epic Games.

Batching and Dynamic Geometries

Stacy Smith, Senior Software Engineer, Arm

An overview of effective batching techniques for mobile graphics development, combined with an examination of how Arm has generated dynamic animated geometry from static vertex buffers in demos through the years, generating complex and elegant motion from little more than a couple of floating point values.


Adaptive Scalable Texture Compression


Adaptive Scalable Texture Compression

Tom Olson, Director of graphics research, Arm

An explanation of why texture compression is important, before moving onto the feature set and image quality of ASTC.

Getting the most out of ASTC

Stacy Smith, Senior Software Engineer, Arm

The advantages of ASTC compared to other texture formats, as well as the best practises of using ASTC and ASTC Full Profile.

ASTC for graphics developers

Stacy Smith, Senior Software Engineer, Arm

This “Getting the Best out of ASTC” white paper is a user guide for graphics developers to know how ASTC works, and most importantly, it describes all the different configuration options and gives examples on the improvements a developer can get by tailoring the configuration. This tutorial was included in the GPU Pro 5 publication

ASTC does it

Stacy Smith, Senior Software Engineer, Arm

Whether you’re an artist using the desktop tools or a programmer integrating the command line compressor into your asset pipeline, this guide to making effective use of the new Adaptive Scalable Texture Compression method, with a focus on selecting the right quality settings and metrics for your artwork, will be useful for you. Presented by Stacy Smith at GDC 2014.

ASTC The extra dimension

Daniele Di Donato, Senior Software Engineer, Arm

A look at  particle simulations, physics simulations, and what makes ASTC special.


Pixel Local Storage


Advanced Uses of Pixel Local Storage

Marius Bjorge, Arm

An introduction to a technique for real-time indirect lighting – storing albedo and depth for use in a spatial structure which we use to relight the scene on the GPU. We will show how this can be implemented efficiently as well as a very efficient method to update dynamic reflection maps for image based lighting. Finally, we will also show how all this can be very efficiently rendered on mobile using on-chip memory.


Partner tutorials


Optimizing mobile games with Gameloft and Arm

Stacy Smith, Senior Software Engineer, Arm
Adrian Voinea, World Technical Android Lead, Gameloft
Victor Bernot, Lead Visual Effects Developer, Gameloft

Arm will first introduce you to methodologies for the efficient rendering of high quality 3D graphics in mobile games, and Gameloft will take you behind the curtain on optimization examples used on their game titles, detailing how they identified the bottlenecks and implemented the optimizations.

GameBench The 3 minute performance health check

Sharif Sakr, Director of Research & Content, GameBench

A look at how GameBench software can help developers optimize game performance before launch.

OpenGL ES Optimizations

Shanee Nishry, Developer Advocate, Google

Performance is important for smooth gameplay and a good gaming experience. This presentation explores good programming practices and OpenGL tricks that may allow you to increase your game’s fps and get more out of your devices.