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Pete Harris

@thesolidpixel@mastodon.gamedev.place
mastodon 4.6.6
  • Open on mastodon.gamedev.place

Arm CPU and GPU optimization, performance tools, and texture compressors

0 Followers
0 Following
4 Posts
Joined November 07, 2022
Tools:
https://developer.arm.com/mobile-studio
Personal blog:
https://solidpixel.github.io/

Posts

Open post
thesolidpixel
Pete Harris @thesolidpixel@mastodon.gamedev.place · Apr 30, 2026
Pete Harris
@thesolidpixel@mastodon.gamedev.place

Arm CPU and GPU optimization, performance tools, and texture compressors

mastodon.gamedev.place

Arm Performance Studio 2026.2 now available.

Cant remember if I mentioned it last time, but Frame Advsior has switched to using GFXReconstruct for capturing Vulkan apps, so its a lot faster to capture frames and more stable.

https://developer.arm.com/Tools%20and%20Software/Arm%20Performance%20Studio

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Open post
thesolidpixel
Pete Harris @thesolidpixel@mastodon.gamedev.place · Apr 29, 2026
Pete Harris
@thesolidpixel@mastodon.gamedev.place

Arm CPU and GPU optimization, performance tools, and texture compressors

mastodon.gamedev.place
Replying to @TomF@mastodon.gamedev.place
@TomF@mastodon.gamedev.place @castano@mastodon.gamedev.place yeah, physio at work recommended bouldering, definitely helped me.
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Open post
thesolidpixel
Pete Harris @thesolidpixel@mastodon.gamedev.place · Apr 11, 2026
Pete Harris
@thesolidpixel@mastodon.gamedev.place

Arm CPU and GPU optimization, performance tools, and texture compressors

mastodon.gamedev.place
Replying to @rygorous@mastodon.gamedev.place
@rygorous@mastodon.gamedev.place @breakin@mastodon.gamedev.place @castano@mastodon.gamedev.place If you want to avoid that, for compressed textures just using linear layout might be fine. The block-based nature of the texture gives you a lot of the benefits of the morton layout. Not as good as full tiled, to be sure, but certainly a lot better than simple linear for uncompressed textures.
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Open post
thesolidpixel
Pete Harris @thesolidpixel@mastodon.gamedev.place · Apr 11, 2026
Pete Harris
@thesolidpixel@mastodon.gamedev.place

Arm CPU and GPU optimization, performance tools, and texture compressors

mastodon.gamedev.place
Replying to @breakin@mastodon.gamedev.place
@breakin@mastodon.gamedev.place @castano@mastodon.gamedev.place @rygorous@mastodon.gamedev.place Dont see why this would be a problem in Vulkan - buffer textures are a thing and aliasing is fine as long as you get appropriate pipeline barriers in there. As long as you are not making assumptions on tiled optimal memory layout, which may change in hardware generations.
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