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1
Enabling Mobile Virtual Reality Gaming
Know Your Hardware!
Nizar Romdan
Director of Developer Ecosystem
16th February 2016
2
About ARM
Apps Processor
Cortex-A5
Cortex-A9
Cortex-
A15
Cortex-A7
Mali™-400
Mali-T760
Mali-450
Mali-T604
Cortex-
A17
Mali-T720
Mali-V500
Mali-
DP500
Power
MgmtCortex-M3
Cortex-M0
Bluetooth
Cortex-M3
Cortex-M0
Cellular
ModemCortex®-R4
Cortex-R5
Cortex-R7
WiFi
Cortex-M4
SIM
SecurCore®
SC300™
GPS
Cortex-M3
Cortex-M0
Flash
ControllerCortex-M3
Touchscreen
& Sensor
HubCortex-M0
Cortex-M3
Cortex-M4
Sensor Hub
Cortex-
M0+
Camera
Cortex-M3
3
The ARM Business Model
2-3 years
ARM research
and development
Cost
incurred
2-3
years
Partner chip
development
License
revenu
e
$
20+ years
Multiple applications
development and
sales
Royalty
revenu
e
$
4
Real presence scales emotions 10x
The feeling of actually being there
5
VR is not new – People were discussing VR the 90’s
 Expensive and bulky hardware
 Inadequate technology offered limited graphics capabilities
 Virtuality – Sega VR – Nintendo Virtual Boy
VR is now accessible
 Emergence of low-cost hardware based on existing platforms
 Mobile platforms offering console-like performance offering
more realism
VR is about immersing users into Virtual worlds
 All the virtual world is graphically rendered
Introducing VR
Virtuality
Sega VR
6
VR Use Cases
Games Experiences Training
Education TV/Film
Advertising
7
ARM Ice Cave VR Demo
Frozen ice cave demo developed in Unity 5.0
High-end graphical showcase in Virtual
Reality
 Geomerics Enlighten
 Reflections, refractions, soft shadows, …
 OpenGL ES 3.0
 Artwork from AAA art studio (RealtimeUK)
 Optimised for Mali-T760 MP8 and above
 Implemented camera streaming from GearVR
device to another device (other people can
see what the player is doing)
 Alpha version shown at APM 2015
 Final at Unite Boston 21st September 2015 Screenshots from Samsung Galaxy S6
8
9
10
11
VR Opportunities
Could Hit $30B by 2020 – Likely to be mainly from Gaming & Hardware
12
VR Hardware Landscape Worldwide
13
Virtual Reality Segmentation
Samsung Gear VR Zeiss VR One Google Cardboard
Oculus Rift Sony Morpheus HTC Vive (Steam VR)
Mobile
Desktop/Console
14
 Headset based on Smartphone
 Partnership between Samsung Mobile & Oculus
 First version for Galaxy Note 4 (Mali-T760)
 Second version for Galaxy S6 (Mali-T760)
 Resolution 1080p – 60 Hz
 First VR appstore
Introducing GearVR
15
China VR Headsets – DeePoon Case Study
16
2020 Opportunity in Mobile Computing
Mid-Range
Smartphone
Entry-Level
Smartphones
Premium
Smartphone
650m
devices in 2020
450m
devices in 2020
1,000m
devices in 2020
Laptops
and 2-in-1s
250m
devices in 2020
Tablets
450m
devices in 2020
Source: Gartner and ARM
estimates
17
How Long Until Desktop GPU Compute Is In Mobile?
0
1,000
2,000
3,000
4,000
5,000
6,000
2006 2008 2010 2012 2014 2016 2018
GFLOPS/Sec
PS3
Xbox 360
Current mobile compute capability very near console
Mobile Today
PS4
XboxOne
18
Stereoscopic Display (via headset) – Providing wearer with a sense of depth
 Render left eye and right eye independently
 Barrel distortion effect applied to rendered output via post processing
Sensor input for head-tracking – To add realism to the output image
Sensor input for interaction (hands-tracking) – To provide an immersive
experience
How Virtual Reality Works
Left eye
Right eye
Eye gap (IPD)
Left eye Right eye
Lens
Lens
2x
CPU
Processing
2x
Vertex
processing
Increased
Fragment
Processing
19
Virtual Reality Technical Challenges
20
ARM Graphics Developer Centre –
malideveloper.arm.com
Supporting Mali
developers with a
full range of
resources through
one, easy-access
portal
21
• API Trace & Debug
• OpenGL® ES,
OpenCL™
• Debug and improve
performance at frame
level
Mali Graphics Debugger
Mali GPU
- Timeline
- HW Counters
- OpenCL visualizer
ARM DS-5 Streamline
• Analyze shader
performance
• Generates binary
shaders
• Command line tool
Mali Offline Compiler
• Emulate OpenGL ES
2.0 and 3.0
• Windows and Linux
• Khronos Conformant
OpenGL ES Emulator
• Command line and
GUI
• ETC, ETC2, ASTC
• 3D textures
Texture Compression
Tool
Integration with
partners’ tools
Third Party Tools
Mali GPU Software Tools
Performance Analysis, Debug, and Software Development
22
ARM Guide to The Unity Developers – Released
Available under http://malideveloper.arm.com/armunityguide
Released at Unite Seattle 2014, and regularly updated and expanded at each key
Unite event
 ARM-specific and general advice
 Optimization process
 Profiling and Debugging
 Advanced Graphics Techniques
23
ARM Mali VR SDK v0.1 available now under
http://malideveloper.arm.com/resources/sdks/
 Tutorial – Introduces the concepts of stereoscopic vision
 Fundamentals of stereoscopic rendering
 Effects of lenses and methods for correcting lens distortion in software
 Calibration
 Sample code
 Eye separation – Viewing distance – Size of screen – Lens separation
ARM Mali VR SDK v0.2 to be released mid Dec 2015
 Support for using OVR_multiview extension
 Foveated rendering
ARM Mali VR SDK v1.0 planned for Mar16 @ GDC’16
 Expose functionality as a user-friendly framework
 Add support for priority contexts
ARM Mali VR SDK under Development
24
Thank You!
malideveloper.arm.com

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Enabling Mobile Virtual Reality Gaming | Nizar Romdan

  • 1. 1 Enabling Mobile Virtual Reality Gaming Know Your Hardware! Nizar Romdan Director of Developer Ecosystem 16th February 2016
  • 3. 3 The ARM Business Model 2-3 years ARM research and development Cost incurred 2-3 years Partner chip development License revenu e $ 20+ years Multiple applications development and sales Royalty revenu e $
  • 4. 4 Real presence scales emotions 10x The feeling of actually being there
  • 5. 5 VR is not new – People were discussing VR the 90’s  Expensive and bulky hardware  Inadequate technology offered limited graphics capabilities  Virtuality – Sega VR – Nintendo Virtual Boy VR is now accessible  Emergence of low-cost hardware based on existing platforms  Mobile platforms offering console-like performance offering more realism VR is about immersing users into Virtual worlds  All the virtual world is graphically rendered Introducing VR Virtuality Sega VR
  • 6. 6 VR Use Cases Games Experiences Training Education TV/Film Advertising
  • 7. 7 ARM Ice Cave VR Demo Frozen ice cave demo developed in Unity 5.0 High-end graphical showcase in Virtual Reality  Geomerics Enlighten  Reflections, refractions, soft shadows, …  OpenGL ES 3.0  Artwork from AAA art studio (RealtimeUK)  Optimised for Mali-T760 MP8 and above  Implemented camera streaming from GearVR device to another device (other people can see what the player is doing)  Alpha version shown at APM 2015  Final at Unite Boston 21st September 2015 Screenshots from Samsung Galaxy S6
  • 8. 8
  • 9. 9
  • 10. 10
  • 11. 11 VR Opportunities Could Hit $30B by 2020 – Likely to be mainly from Gaming & Hardware
  • 13. 13 Virtual Reality Segmentation Samsung Gear VR Zeiss VR One Google Cardboard Oculus Rift Sony Morpheus HTC Vive (Steam VR) Mobile Desktop/Console
  • 14. 14  Headset based on Smartphone  Partnership between Samsung Mobile & Oculus  First version for Galaxy Note 4 (Mali-T760)  Second version for Galaxy S6 (Mali-T760)  Resolution 1080p – 60 Hz  First VR appstore Introducing GearVR
  • 15. 15 China VR Headsets – DeePoon Case Study
  • 16. 16 2020 Opportunity in Mobile Computing Mid-Range Smartphone Entry-Level Smartphones Premium Smartphone 650m devices in 2020 450m devices in 2020 1,000m devices in 2020 Laptops and 2-in-1s 250m devices in 2020 Tablets 450m devices in 2020 Source: Gartner and ARM estimates
  • 17. 17 How Long Until Desktop GPU Compute Is In Mobile? 0 1,000 2,000 3,000 4,000 5,000 6,000 2006 2008 2010 2012 2014 2016 2018 GFLOPS/Sec PS3 Xbox 360 Current mobile compute capability very near console Mobile Today PS4 XboxOne
  • 18. 18 Stereoscopic Display (via headset) – Providing wearer with a sense of depth  Render left eye and right eye independently  Barrel distortion effect applied to rendered output via post processing Sensor input for head-tracking – To add realism to the output image Sensor input for interaction (hands-tracking) – To provide an immersive experience How Virtual Reality Works Left eye Right eye Eye gap (IPD) Left eye Right eye Lens Lens 2x CPU Processing 2x Vertex processing Increased Fragment Processing
  • 20. 20 ARM Graphics Developer Centre – malideveloper.arm.com Supporting Mali developers with a full range of resources through one, easy-access portal
  • 21. 21 • API Trace & Debug • OpenGL® ES, OpenCL™ • Debug and improve performance at frame level Mali Graphics Debugger Mali GPU - Timeline - HW Counters - OpenCL visualizer ARM DS-5 Streamline • Analyze shader performance • Generates binary shaders • Command line tool Mali Offline Compiler • Emulate OpenGL ES 2.0 and 3.0 • Windows and Linux • Khronos Conformant OpenGL ES Emulator • Command line and GUI • ETC, ETC2, ASTC • 3D textures Texture Compression Tool Integration with partners’ tools Third Party Tools Mali GPU Software Tools Performance Analysis, Debug, and Software Development
  • 22. 22 ARM Guide to The Unity Developers – Released Available under http://malideveloper.arm.com/armunityguide Released at Unite Seattle 2014, and regularly updated and expanded at each key Unite event  ARM-specific and general advice  Optimization process  Profiling and Debugging  Advanced Graphics Techniques
  • 23. 23 ARM Mali VR SDK v0.1 available now under http://malideveloper.arm.com/resources/sdks/  Tutorial – Introduces the concepts of stereoscopic vision  Fundamentals of stereoscopic rendering  Effects of lenses and methods for correcting lens distortion in software  Calibration  Sample code  Eye separation – Viewing distance – Size of screen – Lens separation ARM Mali VR SDK v0.2 to be released mid Dec 2015  Support for using OVR_multiview extension  Foveated rendering ARM Mali VR SDK v1.0 planned for Mar16 @ GDC’16  Expose functionality as a user-friendly framework  Add support for priority contexts ARM Mali VR SDK under Development

Notas del editor

  1. Narrative: Compute in mobile GPU is following Moore’s Law. Now inline with current generation console And first generation shader based desktop GPU’s Mobile not a poor cousin in terms of GPU compute
  2. Mention GPUVerify ARM provides a full range of software tools for compiling, debugging and profiling DS-5 Mali Graphics Debugger All the other Mali GPU tools (see slide) Mali Graphics Debugger Allows developers trace OpenGL ES and OpenCL API calls  in their application and understand frame-by-frame the effect on the application to help identify possible issues. Complimentary to DS-5 Streamline Debug and find bottleneck with dynamic analysis DS-5 Streamline System performance analyzer – Mali support – OpenCL support Mali Offline Shader Compiler Same compiler as Mali driver but for desktops (Windows, Linux and Mac) Static analysis of the most expensive shaders Get instructions count for each Mali pipeline type Very useful for optimization of shaders OpenGL ES Emulator Emulate OpenGL ES 2.0 and 3.0 on desktop, using the OpenGL driver Texture Compression Tool Texture compression is important on mobile platforms because bandwidth and memory are limited. OpenGL ES standard texture compression formats are ETC and ASTC, developed by ARM. Our tools come with command line executables and libraries, which can be integrated in third party tools and even redistributed, under with an appropriate license from ARM. Availability Mali tools are available free of charge to OEMs, partners and independent developers We support Android and Linux target, 32 bit and we are now working on ARM 64 bit Mali tools run on Windows, Linux and Mac OS X