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	<title>www.flashmobileblog.com &#187; GPU</title>
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		<title>Flash Player 10.1 &#8211; Hardware Acceleration Ahoy!</title>
		<link>http://www.flashmobileblog.com/2009/10/05/flash-player-10-1-hardware-acceleration-ahoy/</link>
		<comments>http://www.flashmobileblog.com/2009/10/05/flash-player-10-1-hardware-acceleration-ahoy/#comments</comments>
		<pubDate>Mon, 05 Oct 2009 07:05:35 +0000</pubDate>
		<dc:creator>Mark Doherty</dc:creator>
				<category><![CDATA[Adobe MAX]]></category>
		<category><![CDATA[Devices]]></category>
		<category><![CDATA[Flash Player]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[ARM]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[NVIDIA]]></category>
		<category><![CDATA[Qualcomm]]></category>

		<guid isPermaLink="false">http://www.flashmobileblog.com/?p=651</guid>
		<description><![CDATA[Some key announcements around our work with Qualcomm and NVIDIA with Flash Player 10.1, the version number for our new desktop and mobile runtime.  Some would argue (and I&#8217;m sure some did) that if .1 means only incremental changes then we should have called it Flash 11!  The work that has gone into this runtime, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" src="http://www.adobe.com/devnet/images/160x160/logo_flashplayer.jpg" alt="" width="160" height="160" /></p>
<p>Some key announcements around our work with Qualcomm and NVIDIA with Flash Player 10.1, the version number for our new desktop and mobile runtime.  Some would argue (and I&#8217;m sure some did) that if .1 means only incremental changes then we should have called it Flash 11!  The work that has gone into this runtime, we have doubled the number of supported platforms including Symbian, Android, Palm, Windows Mobile, Linux, Windows and Mac OS.</p>
<p>It&#8217;s a huge investment made possible by the incredible talent that is Adobe&#8217;s Flash Engineering team.  Let&#8217;s see the Silverlight team rock something like that out!</p>
<p>One of the biggest challenges has been performance for constrained devices.  GPU acceleration and optimizations by ARM, Intel and our OEM partners have enabled us to create a better player, one that uses less RAM, less battery and renders faster on constrained devices.</p>
<p>Don&#8217;t you just love the Open Screen Project??</p>
<ul>
<li><a href="http://www.adobe.com/aboutadobe/pressroom/pressreleases/200910/100509AdobeandQualcomm.html">Qualcomm SnapDragon</a></li>
<li><a href="http://www.adobe.com/aboutadobe/pressroom/pressreleases/200910/100509AdobeandnVidia.html">NVIDIA Tegra/GeForce/ION</a></li>
</ul>
<p>A big round of applause for our engineering teams!</p>
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