PVRTC: the most efficient texture compression standard for the mobile graphics world


After going behind the scenes of Imagination’s latest and greatest PVRTC2 texture compression standard, we now look at how PVRTC works and compare it against other widely texture compression standards available to game developers who want to target the whole range of our PowerVR GPUs, including Series5, Serie5XT and Series6. Textures are ubiquitous in mobile […]

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MediaTek MT6589 PowerVR SGX544MP based devices

Introducing MediaTek’s MT6589, MT6577, MT6573 and other innovative solutions for smartphones, tablets and digital TVs

MediaTek is one of Imagination’s main partners in the APAC region when it comes to home entertainment and mobile communication solutions. The company delivers innovative, feature-rich yet cost-effective platforms to meet consumers’ needs. MediaTek has been a key player in the ‘smart’ revolution brought by smartphones, tablets and connected TVs, opening up new opportunities in […]

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PowerVR Graphics SDK v3.1

The PowerVR Graphics SDK v3.1 sets a new milestone for mobile graphics development


Launched at GDC 2013, the PowerVR Graphics SDK v3.1 provides developers all the SDK components, tools and utilities they need to build, test, and debug apps for Android, iOS, BlackBerry 10, Windows or Linux. The PowerVR Graphics SDK v3.1 is part of our usual cycle of bi-yearly updates when we include support for new graphics […]

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Hossein Yassaie, CEO of Imagination

Stanford University President John Hennessy and Imagination CEO Hossein Yassaie talk about MIPS and the future of computing

Back to the future (of mobile computing) In 1984, a group of close friends (John Hennessy, John Moussouris and Edward “Skip” Stritter) founded a new company called MIPS Computer Systems. Back then minicomputers (‘mini’ had a wide definition at the time) were establishing themselves against mainframe workstation dominance. The IBM PC and Apple II/III computers […]

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GDC 2012 Caustic Visualizer ray tracing

Meet the experts in mobile graphics at GDC 2013


GDC 2013 promises to attract over 22,500 programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games. In the coming years, the landscape of graphics is set to under-go further advances. The 27th edition of GDC will again be very mobile-oriented; its organizers have conducted a survey […]

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PowerVR GDC 2013 discover SDK

GDC 2013 in a nutshell: PowerVR sessions, a panel on mobile graphics and massive prizes


We are currently making the final preparations for GDC 2013, the annual March conference on game development, software tools, and graphics technologies. We are very excited about the things we have put together this year, including four PowerVR sessions, one amazing panel on the future of mobile graphics, tons of giveaways and the upcoming release […]

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PowerVR Graphics SDK_HelloAPI

The Android Diaries | How to build a PowerVR Graphics SDK Example


After giving you a brief introduction to graphics development on Android and our PowerVR Graphics SDK v3.0 r2, it’s now time to make our PowerVR-based device say “Hello”! There are several ways to do this, but in our opinion there is none like a plain triangle rendered on a coloured background! For this exact purpose, […]

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PowerVR SGX544, a modern GPU for today’s leading platforms


PowerVR SGX544 is the second member of Imagination’s PowerVR Series5XT family. It can be implemented as a high-performance 4-pipeline single core or in various multiprocessor (MP) configurations of between 2 and 16 cores (8 to 64 pipelines). The list below shows just some of our partners that have shipped or will soon ship PowerVR SGX544-based […]

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Micro-benchmark your render on PowerVR Series5, Series5XT and Series6 GPUs


Benchmarking the performance of applications running on PowerVR GPUs isn’t as simple as collecting time stamps as various points in your render. The reason for this is that the graphics driver submits work to the GPU independently from the API calls that an application has made, i.e. very few graphics API calls are blocking operations. […]

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Android NDK app

The Android Diaries | Getting started with graphics development on Android


Since it first hit commercial devices in 2008, the Android Operating System (OS) has gained a significant market share and became one of the main OSes for mobile device manufacturers. A driving factor behind its dominance is the large number of applications available for it. As high-performance, low-power GPUs from Imagination’s PowerVR Series5XT graphics family […]

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