Specifications

The highest performance GPUs that were built on the Mali Midgard architecture. The Arm Mali-T860 and Mali-T880 GPUs were designed for complex graphics use cases. Scalable from 1-16 cores, these GPUs implemented features and optimizations within their micro-architectures such as higher arithmetic throughput to for 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.

Mali-T860 and T880 Block Diagram.
Features Mali-T860 Mali-T880 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 interconnectandperipheral 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.

Resource Types
Knowledge Base Article
Audience
Software DevelopersSoC DesignersHardware Engineers
Confidential
Non-Confidential
Mali-T860 and Mali-T880 GPUs results
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Knowledge Base Article
Version: 1.0
December 12, 2022

Tools and Software

Arm Mobile Studio

Profile and debug mobile games for optimum performance on Arm-based Android devices.

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Adaptive Scalable Texture Compression Encoder

A command-line executable that compresses and decompresses images using the Adaptive Scalable Texture Compression (ASTC) standard.

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Support

Open a Support Case

Open a support case for technical problems or inquiries. Learn what happens when you open a support case and the information that you need to provide.

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My Support Cases

For customers with a support contract, view inquiries about your Arm IP.

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Arm Design Reviews

Our premium design review service helps you optimize your Arm SoC designs, with advice from our most experienced engineers.

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Training Courses

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TRAININGMali Graphics Processing Unit

Mali GPU Training for Developers

This training series for game developers covers the latest techniques for optimizing mobile game performance. Provides in-depth training from fundamentals of underlying GPU hardware to API best practices and how to identify problems using Arm Mobile Studio performance analysis tools.

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TRAININGMali Graphics Processing Unit

Arm Mali Graphics Hardware Design

This training course covers designing systems using Arm Mali graphics processor in hardware fields.

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TRAININGMali Graphics Processing Unit

Arm Mali Graphics Software Development

This training course is designed to help engineers working on new or existing Mali Graphic system designs. Learn how to integrate, debug, or optimize a Mali Graphic system, and configure the course to requirements.

Works Well With

PROCESSOR IP
Arm Cortex-A Processors

Application processors that provide a range of solutions for devices that undertake complex compute tasks, like hosting a rich Operating System platform or supporting multiple software applications.

SYSTEM IP
CoreLink Cache Coherent Interconnect

Full coherency for processor clusters with AMBA 4 ACE, and provides high performance I/O coherency for accelerators and interfaces using AMBA 4 ACE-Lite.

ARM Mali-T628 Overview

The Graphics & Multimedia Community is a place where members are free to ask each other questions, collaborate on projects and discuss the latest Mali tools, drivers and development platforms.

Graphics, Gaming, and VR blog

The past, present and future of mobile photography

The Graphics & Multimedia Community is a place where members are free to ask each other questions, collaborate on projects and discuss the latest Mali tools, drivers and development platforms.

Graphics, Gaming, and VR blog

Making the Mali GPU Device Driver open source

The Graphics & Multimedia Community is a place where members are free to ask each other questions, collaborate on projects and discuss the latest Mali tools, drivers and development platforms.

Graphics, Gaming, and VR blog
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Answered
Help on eglCreateContext error 0x3005
Graphics, Gaming, and VR forum0 Votes7177 Views2 Repliesby Benjamin BaratteLatest: 115 months ago
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Answered
eglCopyBuffers() issue.
Graphics, Gaming, and VR forum0 Votes5505 Views3 Repliesby Gaetano MontaltiLatest: 115 months ago
Question
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building OpenCV with OpenCL support on Samsung Chromebook
Graphics, Gaming, and VR forum0 Votes6249 Views2 Repliesby Ethan ShayneLatest: 112 months ago