Arm Immortalis-G715 GPU supports hardware-based ray tracing

Arm Mali-G615, Mali-G715, Immortalis G715

Arm has unveiled the new Immortalis family of flagship GPUs with support for hardware-based ray tracing starting with the Immortalis-G715 GPU, as well as two new premium Mali GPUs namely Arm Mali-G615 and Mali-G715.

Software-based ray tracing was already implemented on Arm Mali G710 on SoC’s such as the MediaTek Dimensity 9000, but the hardware-based ray tracing in the Immortalis-G715 delivers over 300 percent performance improvements, and only uses 4% of the shader core area. This will be mostly used in games to generate realistic lighting and shadows as can be seen in the “before vs after” video demo below.


While hardware-based ray tracing is only available on the Immortalis-G715 GPU, all three new GPUs feature a new execution engine and support variable rate shading. The Immortalis-G715 flagship GPU will come with 10 or more cores, the Mali-G715 with 6 to 9 cores, and the Mali-G615 with 6 cores or less.

Variable Rate Shading is a new graphics feature that provides significant energy savings and a performance boost by only rendering the parts that need it (e.g. where the action takes place) at a fine pixel granularity. So for example, the background scenery may be rendered with a more coarse pixel granularity. The technique will lower power consumption and improve performance with Arm having seen improvements of up to 40 percent on frames per second (FPS).

The new execution engine has gone through power efficiency improvement with a fused multiply-add (FMA) block now capable of delivering twice the computer performance with only a 27 percent area increase, and the addition of Matrix Multiply instruction helping deliver a doubling of ML performance just from architectural changes.

Arm also says graphics performance has improved by 15% (ISO process), while being 15% more efficient. SoCs featuring the new GPUs should become available in 2023, but we’ll talk more about that in the next post.

More details may be found in the announcement and a more technical blog post.

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