Archive | PowerVR Developers

PowerVR Graphics SDK v3.3 is live, brings OpenGL ES 3.1 support

      

The first PowerVR SDK of 2014 (PowerVR Graphics SDK v3.3) is here, and brings with it a variety of improvements for our utilities. Key features include support for OpenGL® ES 3.1 in PVRVFrame emulation libraries, PVRTrace recording for Android 4.4 KitKat, the implementation of a new Monitor window in PVRTune, and a complete review and […]

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PowerVR GR6500: ray tracing is the future… and the future is now

            

If you follow Imagination and what we do, you may have heard about PowerVR Ray Tracing, hybrid rendering and the potential that these technologies have to revolutionize the user experience from mobile and console gaming to virtual and augmented reality. For the better part of the last eight years, we have been busy developing unique […]

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Soft Kitty: An overview of the latest OpenGL ES 3.0 technical demo from Imagination

       

Fur effects have traditionally presented a significant challenge in real time graphics. The latest desktop techniques employ Direct3D 11 tessellation to dynamically create hundreds of thousands of geometric hair follicles or fur strands on the fly. On mobile platforms, developers must make do with a far more restrained performance budget and significantly reduced memory bandwidth. […]

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OpenGL ES 3.1 goes official at GDC 2014

             

PowerVR Rogue GPUs already running demos of the latest mobile API at GDC 2014 Almost two years after revealing their last major revision to the mobile-oriented OpenGL® ES graphics API, the Khronos Group is ready to unveil a brand new upgrade to the specification aimed at bringing a selection of desktop-level yet power efficient features […]

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(Ray) Trace your steps at GDC 2014 with Imagination

       

GDC 2014 marks perhaps one of the most important chapters in the history of mobile graphics. This year we will be organizing a series of sessions which will focus on ray tracing, a technology that is well known in the professional animation market, but because of cost and power constraints, heretofore unthinkable in mobile devices. […]

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Imagination makes efficient VP9 video decode a reality for all mainstream devices

       

Watching video on mobile devices has become part of our daily routine. Most of us use YouTube for the latest clips from our favorite artists, snippets of daily news and (obviously) the best selection of cat videos. A brief look at YouTube’s statistics reveals the staggering amount of daily traffic the website has to accommodate. […]

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Graphics cores: trying to compare apples to apples

       

Marketing of modern graphics processors involves comparing many low level performance metrics. For example, our PowerVR GPUs are commonly compared based on GFLOPS (a measure of computing throughput), triangles per second (a measure of geometry throughput), pixels per second and texels per second (measures of fill rate). In addition to these more traditional metrics it […]

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Allwinner UltraOcta A80 processor packs a PowerVR Series6 GPU with 64 cores

      

First previewed at CES 2014, the Allwinner UltraOcta A80 processor is now making its formal debut at MWC 2014. The full set of specifications includes an eight-core big.LITTLE HMP (GTS) CPU paired with a PowerVR G6230 GPU, providing some of the best horsepower for graphics and compute available right now. The Allwinner UltraOcta A80 is […]

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PowerVR GX6650: redefining performance in mobile with 192 cores

          

It’s been a few weeks since we introduced the ground-breaking PowerVR Series6XT GPU family and already we’ve seen amazing interest in the new line-up of GPUs from our customers and ecosystem. On our blog, our most avid readers have been eager for us to reveal how competitive our newly-released GPUs are compared to other mobile […]

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PowerVR Graphics SDK tools explained: PVRTune GUI basics

       

This blog post is about the PVRTune, the PowerVR hardware performance analysis tool included in the PowerVR Graphics SDK. Here I am going to cover the basics of the PVRTune GUI. The first blog post of this series can be found here: PowerVR Graphics SDK tools explained: Profiling a render with PVRTune. Connection box Placed […]

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