Mali-T860 and Mali-T880 High Performance GPU

Mali-T860 and T880 Block Diagram.

About Mali-T860 GPU and Mali-T880 GPU

The highest performance GPUs built on Arm Mali Midgard architecture, the Mali-T860 and Mali-T880 GPUs are designed for complex graphics use cases and provide stunning visuals for UHD content. Scalable from 1-16 cores, these GPUs implement new features and optimizations within their micro-architectures such as higher arithmetic throughput to better handle both casual and complex content. Other optimization examples include quad prioritization delivering enhanced performance for UI and casual content, and enhanced Forward Pixel Kill that improves performance for more advanced use cases by eliminating redundant work early in the pipeline. 

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Specification

 Features  Mali-T860 Value  Mali-T880 Value Description
Anti-Aliasing
4x MSAA.
8x MSAA.
16x MSAA.
4x MSAA.
8x MSAA.
16x MSAA.
Hardware implemented Full Scene Multiple Sample Anti-Aliasing.
API Support
OpenGL® ES 1.1, 1.2, 2.0, 3.1, 3.2.
Vulkan 1.0.
OpenCL™ 1.1, 1.2.
RenderScript™.
OpenGL® ES 1.1, 1.2, 2.0, 3.0, 3.1, 3.2.
Vulkan 1.0.
OpenCL™ 1.1, 1.2.
DirectX® 11 FL11_1.
RenderScript™.
Full support for next-generation and legacy 2D/3D graphics applications.
Bus Interface
AMBA®4.
ACE-LITE.
AMBA®4.
ACE-LITE.
Compatible with a wide range of bus interconnect and peripheral IP.
L2 Cache
Configurable 256KB-2048KB.
Configurable 256KB-2048KB.
256KB-512KB for every 4 shader cores.
Memory System
Virtual Memory. Virtual Memory. Built-in Memory Management Unit (MMU) to support virtual memory.
Multi-Core Scaling
1 to 16 cores.
1 to 16 cores.
Optimized for high area and energy efficiency to address the high-end mobile market and consumer device requirements.
Adaptive Scalable Texture Compression (ASTC)
Low Dynamic Range (LDR) and High Dynamic Range (HDR).
Supports both 2D and 3D images.
Low Dynamic Range (LDR) and High Dynamic Range (HDR).
Supports both 2D and 3D images.
ASTC offers a number of advantages over existing texture compression schemes by improving image quality, reducing memory bandwidth and thus energy use.
Arm Frame Buffer Compression (AFBC)
4x4 pixel block size. 4x4 pixel block size. AFBC is a lossless image compression format that provides random access to pixel data to a 4x4 pixel block granularity. It is employed to reduce memory bandwidth both internally within the GPU and externally throughout the SoC.
Transaction Elimination
16x16 pixel block size.
16x16 pixel block size.
Transaction Elimination spots the identical pixel blocks between two consecutive render targets and performs a partial update to the frame buffer with the changed pixel blocks only, which reduces memory bandwidth and thus energy.
Smart Composition
16x16 pixel block size.
16x16 pixel block size.
Smart Composition extends the concept of Transaction Elimination to every stage of UI composition. Identical pixel blocks of input surfaces are not read, not processed for composition and not written to final frame buffer.

Performance - Mali-T860 (MP16)

Feature Value Description
Frequency 650MHz in 28nm HPM
Throughput 1300Mtri/s, 10.4Gpix/s in 28nm HPM

Performance - Mali-T880 (MP16)

Feature Value Description
Frequency 850MHz in 16nm (16 FinFET)
Throughput 1700Mtri/s, 13.6Gpix/s in 16nm (16 FinFET)

  • A desktop, a folder, 3D shapes etc.
  • Development Tools for Graphics and Compute Applications

    A range of development tools to assist in the deployment of graphics applications and content on Mali GPU based systems.

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  • A phone, a tablet, game console etc.
  • Mali Developer Center

    An online portal for a growing community of developers, technology partners, software vendors and content companies to create a thriving community around Mali embedded graphics IP.

    Learn more

Get Support

Arm Support

Arm training courses and on-site system-design advisory services enable licensees to efficiently integrate the Mali-T860 and T880 GPU into their design. 

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Community Blogs

Community Forums

Not answered Texture mixing using GLSL makes strange result in Galaxy-S8(Mali G71)
  • Mali GPU (Bifrost Architecture)
  • OpenGL ES
0 votes 59 views 0 replies Started yesterday by jinuk Answer this
Answered GA Device Manager issue
  • mobile
0 votes 69 views 1 replies Latest 2 days ago by Ghufran Answer this
Answered Load an image in QVGA format into a ARM Compute Library ICTensor.
  • Arm Compute Library (ACL)
0 votes 460 views 1 replies Latest 4 days ago by Gian Marco Iodice Answer this
Suggested answer Vulkan shader problem on Mali Gpu: Accessing array elements inside an Uniform buffer returns all-zero values
  • Graphics Application
  • Mali Vulkan SDK
  • vulkan sdk
0 votes 546 views 10 replies Latest 7 days ago by Hongkun Wang Answer this
Answered Vulkan function vkCreateDevice() returns error VK_ERROR_FEATURE_NOT_PRESENT (VkResult:-8) on HUAWEI P30
  • Mali Vulkan SDK
0 votes 583 views 7 replies Latest 9 days ago by Peter Harris Answer this
Not answered Problem getting DMABUF EGL image to work as a texture
  • OpenGL ES
  • texture
  • gpu
  • Mali-400
  • Linux
0 votes 85 views 0 replies Started 11 days ago by hcpizzi Answer this
Not answered Texture mixing using GLSL makes strange result in Galaxy-S8(Mali G71) Started yesterday by jinuk 0 replies 59 views
Answered GA Device Manager issue Latest 2 days ago by Ghufran 1 replies 69 views
Answered Load an image in QVGA format into a ARM Compute Library ICTensor. Latest 4 days ago by Gian Marco Iodice 1 replies 460 views
Suggested answer Vulkan shader problem on Mali Gpu: Accessing array elements inside an Uniform buffer returns all-zero values Latest 7 days ago by Hongkun Wang 10 replies 546 views
Answered Vulkan function vkCreateDevice() returns error VK_ERROR_FEATURE_NOT_PRESENT (VkResult:-8) on HUAWEI P30 Latest 9 days ago by Peter Harris 7 replies 583 views
Not answered Problem getting DMABUF EGL image to work as a texture Started 11 days ago by hcpizzi 0 replies 85 views