Dedicated Shader vs Unified Architecture Modules-1024x569

Understanding PowerVR Series5XT: Multithreading, multitasking ALUs, the MicroKernel and core scalability


A unified architecture means that the ALUs (Arithmetic Logic Units – the bits of the hardware that do all the number crunching as part of shader or compute program processing) are generic and not dedicated to specific processing tasks. This type of ‘universal (or unified) shading’ approach is unanimously recognised as the most efficient. Unified […]

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TBR Pipeline

Understanding PowerVR Series5XT: PowerVR, TBDR and architecture efficiency


In the previous three sections, I discussed the need to match market requirements, our rapid adoption of multiple graphics APIs, and our uncompromising support for GPU compute across all our PowerVR GPU cores. In this section, I will dive more deeply into the underlying hardware architecture, highlighting a selection of the patented unique features, as […]

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mips interAptiv architecture

Lantiq’s new high-performance XWAY VRX300 chipset with multi-threaded MIPS CPUs targets VDSL2 applications


Earlier this month, Lantiq introduced the new XWAY™ VRX300™ chipset that incorporates a multi-threaded MIPS CPU. The XWAY VRX300 joins the existing MIPS-based members of Lantiq’s AnyWAN™ system architecture to offer an integrated, high performance VDSL chipset family delivering data rates of up to 200 Mbps for gateway designs. The XWAY VRX300, an ultra-fast VDSL2 […]

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LA9700 LG H13 PowerVR Series6

LG CINEMA 3D smart TVs with PowerVR Series6 graphics start shipping


After unveiling the new LG CINEMA 3D Smart TV line-up at CES 2013 in Las Vegas, the Korea-based company has now started to ship their range of Ultra and Full HD resolution smart TVs in various markets, including Western Europe, Korea and North America, with more soon to follow. LG smart TVs deliver ultra-high performance […]

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Marcin Gruszczyk Caustic Visualizer 1.0 for Autodesk 3ds Max

Caustic Visualizer 1.0 Beta 2 for Autodesk 3ds Max now available


We are pleased to announce that Caustic Visualizer 1.0 Beta 2 for Autodesk 3ds Max 2012 and 3ds Max 2013 is now available on our downloads page. Caustic Visualizer for Autodesk 3ds Max offers broad compatibility with native Max and Mental Ray materials and lights, including the MIA materials, and its performance can be improved […]

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HSA Foundation infographic

What’s the heterogeneous point? The HSA Foundation provides an answer


Our industry is littered with over-used terms whose meaning becomes ever more jaded as more people use them. We’re in danger of “heterogeneous” being another of them. But I sincerely hope we can live with that, because heterogeneous systems are going to be with us for a very long time to come. One of the […]

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TexTool Select TTF

Customizing the Print3D function from the PVRTools package


What is Print3D? Print3D is a light-weight text rendering framework included in our PowerVR Graphics SDK’s PVRTools package. As the name suggests, it can print text anywhere in 3D space, but it can also be used to render screen-aligned text. This post will demonstrate how Print3D can be used to render custom True Type fonts […]

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Understanding PowerVR Series5XT: PowerVR and GPU compute


In my last two articles, I’ve explained how PowerVR Series5XT GPUs are able to go beyond the basic feature set of graphics APIs like OpenGL ES and DirectX, and offer full, complete and feature-rich implementations of new and existing graphics APIs. It’s now time to focus on our support for GPU compute and how we’ve […]

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Why GPUs don't like to share - 05 - VBO circular buffer

Why GPUs don’t like to share – a guide to improve your renderer on PowerVR-based platforms


Most modern GPUs don’t like to share data they own – daring to poke the bear will invariably incur a cost. This includes the PowerVR Tile Based Deferred Rendering (TBDR) architecture, which keeps a number of frames in-flight so that vertex, fragment and GPU compute tasks can be dynamically scheduled for execution. For an application […]

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PowerVR SGX OpenGL ES 2.0 with extensions vs basic OpenGL ES 2.0

Understanding PowerVR Series5XT: PowerVR GPUs and graphics API standards adoption


On March 15th, Samsung announced their flagship Galaxy S4 smartphone – powered by their own Samsung Exynos 5 Octa SoC with a PowerVR SGX544MP3 GPU core. Samsung’s return to PowerVR should be no surprise given the defining role played by the SGX540 in the original Galaxy and for Imagination,  it’s simply a continuation of the […]

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