Tag Archives | Mobile

Vulkan demo screenshot

Vulkan: High efficiency on mobile


Welcome to the second article in our series of blogs on the Vulkan API! This time I’ll be describing why Vulkan is so important for mobile and embedded systems, with a particular focus on efficiency. One of Vulkan’s top aims was to enable a much more efficient API. OpenGL ES required a lot of effort on the part of the […]

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Introduction to Mobile Graphics Workshop


For the first time, Imagination Technologies is pleased to present two one-day mobile graphics workshops for our “Introduction to Mobile Graphics” university module. Get hands-on with PowerVR mobile graphics! These workshops are aimed at educators – specifically those working at universities teaching game development or computer science. The workshops present a course intended to introduce […]

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OmniShield - security for all devices__f

Bringing better security to mobile, automotive or IoT


Consumers today use their devices to do more than ever before and the data they produce becomes extremely valuable to potential criminals. To add to this challenge, applications installed from untrusted sources make it very difficult to identify and stop potential security breaches. Luckily, there is now a solution to address security concerns at the […]

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Standing Egg - company

Low power Standing Egg sensor hub uses MIPS M5100 MCU


Sensor hubs have played a central role in the recent development of wearable and IoT devices but are now becoming increasingly relevant for other connected devices that require always-on, low power functionality. This category of chips is currently evolving from performing only simple, individual tasks (e.g. accelerometer, gyroscope, pressure etc.) to becoming a small compute […]

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TBDR architecture

A look at the PowerVR graphics architecture: Tile-based rendering


I’m fond of telling the story about why I joined Imagination. It goes along the lines of: despite offers to go work on graphics in much sunnier climes, I took the job working on PowerVR Graphics here in distinctly un-sunny Britain because I was really interested in how Tile-Based Deferred Rendering (TBDR) could work in […]

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Firefox OS home screen - MIPS PowerVR

Firefox OS now running on a MIPS-based reference tablet


Over 7 billion people call Earth home but only about a third own a mobile device. This means there is vast potential for companies to innovate and bring the exciting mobile web experience to new consumers, especially in fast-growing markets such as South America, South-East Asia, Eastern Europe and many others. Imagination plays a vital […]

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Imagination at MWC 2015 (1)

Imagination at MWC 2015: press coverage round-up


While my colleagues were basking in the Californian sun attending GDC in San Francisco, I was busy running from one meeting to the next at this year’s Mobile World Congress in Barcelona. It was an impressive run for Imagination – we scheduled over 50 briefings with press and analysts from all over the world. For […]

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Library - OpenGL ES 3_0 demo (2)

PowerVR Series7XT GPUs push graphics and compute performance to the max


If you’ve been keeping track of the evolution of mobile graphics in the last decade, you might have noticed several trends that have changed the industry to the core. Probably the most visible and often talked about is the rapid increase in performance and feature set. It is becoming clear that high-end mobile GPUs are […]

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New PowerVR Series7XE family targets the next billion mobile and embedded GPUs


One of the main advantages of PowerVR GPUs lies in their ability to meet even the most demanding requirements across a wide range of markets, from mobile devices and smart TVs to automotive and game consoles. If mid- to high-end devices prioritize performance per mW and useful, differentiating features, the entry-level market is driven by […]

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powervr sdk v3.4 (1)

The latest PowerVR SDK v3.4 and tools are live!


PowerVR SDK v3.4 is the latest release that we are deploying this year. Key features include the addition of the latest compilers for PowerVR Series6 (FP16 and FP32) and Series6XT GPUs to PVRShaderEditor, providing more up-to-date shader profiling. PVRShaderEditor also adds new functionality to access the GLSL disassembly for these compilers as well as full […]

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