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Arm should rather invest some effort in providing documentation on programming their GPUs instead of comics...
ARM is a CPU architecture; honestly it should have nothing to do with GPUs. In practice, GPUs on ARM have served as hardware DRM. Want to update your cool Linux SBC? Haha, better hope the OEM wants to also, otherwise you're screwed. Want to develop a custom OS for your smartphone? Haha, "NO"!
While the situation is definitely undesirable, it's not Arm's fault that it is hard to update your SBC. Arm doesn't make the single board computers (SBCs), they just license processor designs to system-on-chip (SoC) vendors, and then other vendors build SBCs around the SoCs. You buy something from the SBC vendor, and they should ultimately provide you with support, but most of them just don't care.

Ideally Arm would have created fully open source drivers, but they might have reasons not to, like having to protect their intellectual property (IP), or perhaps even IP they licensed from third parties that is included in their own products. Also, if no customer of Arm (and remember, you are not a customer of Arm, SoC vendors are) asks for an open source driver, they might not want to spend the effort making one.

Arm is certainly not alone in this, it's the same for virtually all other mobile GPU vendor, and also NVIDIA doesn't provide open source drivers. Note that Arm does make updates to their closed-source user-space driver available (see https://developer.arm.com/downloads/-/mali-drivers/user-spac..., it also depends on a kernel driver but that one is open source) for some SBCs, however with SoCs, the problem is that there is a tight integration between components, and the GPU itself for example might depend on clock and voltage regulators added by the SoC vendor that the GPU has no control over, so only the SoC vendor can provide the software/patches necessary to make everything work together. Ideally the SoC vendor provides regular updates, which the SBC vendor passes on to you, but they often don't.

Luckily, the open source community is working towards upstreaming all the various bits that the proprietary vendors neglect to, and there is the open-source Panfrost driver which is working for a wide range of Mali GPUs already. So some boards, for example the ASUS TinkerBoard, now fully work with upgradable, upstream kernels.

The comics are part of their developer outreach effort.
I've always thought that "developer outreach" was an interesting way to spell "the sales department making engineers create marketing material to order in order to target their customer's engineering departments' engineers".
IME (which is limited but includes (in the past) Arm fwiw) developer relations/outreach/application engineering is done by people with an engineering background primarily, not a marketing one. I've considered such job listings myself, they always seem to be looking for experience with the tools rather than experience selling.
Well, yes, of course the job of developer outreach is performed by engineers, but under the aegis of marketing - which was the point of my statement above, unless I miscommunicated.
Ah ok, I misunderstood your comment then.
Do they think developers are kids?

If you want to reach developers, offer high detailed documentation that covers all the aspects of the GPU workings

Something simpler like this casts a much wider net in terms of who it can attract, and I recall another similar technical manga like this one going viral, so this was probably made to try and recapture that success.
While it's true that the highly detailed docs are useful (practically mandatory ;>) too, the manga/comic approach is very good for intro material for some audiences.

eg people whose concentration spans reject slogging through large volumes of text, but readily take in the visual aspect

I happen to be one of those persons. :p

The (necessary) limitations in the programming models of GPUs give me nightmarish flashbacks of 8086 segmented memory.
SYSCL, CUDA and Metal Shaders are quite close to regular CPUs.
I wonder if there is some sort of theory on graphical representation of complexity vs text.

Is it possible to have a comic that explains something better than text alone, while being easier to understand?

Usually these comics tend to hide complexity by simplifying things, which is fine. It’s an interesting thought to consider a man page as a comic.

It's been tried. The problem is that you need artists of a very high skill level to really make it work, and even then it takes a while to perfect that level of artistry. It's definitely something I would love to see, but my guess is that the ROI on that type of tertiary content just isn't profitable enough right now.
Yes, read the classic 'book' Understanding Comics, which is itself a comic/graphic novel about theories and practice behind creating graphic novels and telling stories with the medium.

As plain text it would be very dull and difficult to get the main points, but as a graphic novel it directly demonstrates how and why things work in the graphic medium.

It's really an incredible book that should be read by anyone doing creative things. https://scottmccloud.com/2-print/1-uc/

I thought of the same book as I was reading GP's comment, it's a perfect example, and a very engaging read.
They lost me at "playing games on the mobile is so convenient".
It is, though: Game Boy, Game Boy Color, Game boy Advance, DS, 3DS, Switch, PSP, PS Vita, Steam Deck, smartphones, et al.
If anyone else is having trouble loading the site, my pihole was blocking turtl.co that they seem to be using.
Neat, manga guides in general can be quite entertaining!
The Manga Guide to Databases really is a solid first introduction to the concept.
There's meant to be a third part but all the links to it are dead…