The demonstration shows the key benefit of bandwidth saving feature of the Arm Mali Midgard and BiFrost GPU architectures which allows for significant energy savings on a System on Chip (SoC) level. When performing TE, the GPU compares the current frame buffer with the previously rendered frame and performs a partial update only to the particular parts of it that have been modified, thus significantly reducing the amount of data that need to be transmitted per frame to external memory.
The comparison is done on a per tile basis, using a Cyclic Redundancy Check (CRC) signature to determine if the tile has been modified. Tiles with the same CRC signature are identical; therefore eliminating them has no impact to the resulting image quality. TE can be used by every application for all frame buffer formats supported by the GPU, irrespective of the frame buffer precision requirements. TE is highly effective, even on FPS games and video. However, considering the fact that in many other popular graphics applications, such as User Interfaces and casual games, large parts of the frame buffer remain static between two consecutive frames, frame buffer bandwidth savings from TE can reach up to 99%.
Our Ecosystem Partner: Revolution Software’s Broken Sword 5 is used as an example of a real life Gaming use case.
Transaction Elimination technology
Learn more about Transaction Elimination and how it relates to Arm products
Learn more about the Arm Mali GPU product series and which support Transaction Elimination
See other Arm technologies like Transaction Elimination
How low can you go? Building low-power, low-bandwidth Arm Mali GPUs
Read this blog introducing Transaction Elimination and how Mali GPUs are designed
Saving System Power with Arm Multimedia IP
Read this blog looking at Transaction Elimination in the context of the whole Arm Multimedia System
Revolution Software website
See Revolution Software's latest games on their website