Delivered at Casual Connect Europe 2016
Virtual Reality has emerged as a major new hot topic in the past couple of years. This talk will provide an overview of the VR landscape with a focus on the mobile side listing the key players as well as the major use cases. The talk will finish by presenting ARM's activities to enable an exciting Mobile VR Gaming experience.
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
$
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
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
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
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
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
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