Tag Archives | Mobile

Optimising OpenGL ES for mobile VR  - motion to photon latency

Presence in virtual reality and how PowerVR GPUs can help

    

When it was introduced at Google I/O 2014, the Cardboard headset was a great way to deliver a bite sized VR experience on iOS or Android mobile phones. At this year’s I/O conference, Google announced Daydream – a platform for high performance mobile VR built on top of Android N with optimizations called Android VR […]

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Reducing latency in mobile VR with single buffered strip rendering

Reducing latency in mobile VR by using single buffered strip rendering

     

VR requires the support of many components in modern phones. This starts with the sensor for recording the motion of the head, the CPU driving the VR application (and everything else in the background), the GPU doing the work for the VR application and the calculations for creating the VR corrected image, to the display […]

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PowerVR at GDC 2016 - Vulkan, OpenGL ES and ray tracing (7)

Imagination announces Vulkan SDK for PowerVR Rogue GPUs

    

Following over a year of intense work by leading hardware, game engine, and platform vendors brought together by the Khronos™ Group, v1.0 of the Vulkan™ graphics and compute API is now available. This new API has been designed for portability across multiple platforms, including desktop and mobile GPU architectures. With an unprecedented number of related […]

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Dwarf hall render targets

Dwarf Hall: physically based rendering on a PowerVR GPU

    

Physically based rendering (PBR) is becoming more prevalent on mobile class GPUs. In this blog post I will give a quick overview of what PBR is, what the advantages and disadvantages of using it are, and some tips on how to use PBR and deferred rendering when running on a PowerVR GPU. I’ll also show […]

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Basemark PAT - devices

Optimizing applications for power consumption using Basemark PAT

     

Teemu Virolainen is a senior software engineer at Basemark, a company that develops industry-leading system performance and power consumption analysis tools that are used by leading semiconductor and OEM companies around the world such as AMD, Imagination Technologies, Intel, NVIDIA, Renesas and Qualcomm. Its world-renowned product portfolio includes Basemark Metal, Basemark ES, Basemark X, Basemark […]

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PowerVR Series7XT Plus GPU - GPU architecture

PowerVR Series7XT Plus GPUs: where advanced graphics meets computer vision

     

About a month before CES 2015 I wrote an in-depth blog article about our PowerVR Series7XT GPUs, presenting the industry-leading performance efficiency gains made since Series6XT and giving an overview of their desktop-class features. Today I’m very excited to announce GT7200 Plus and GT7400 Plus, two new GPUs that represent the next evolution of our […]

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PowerVR Series7 - Series7XT_USC

Imagination’s smart, efficient approach to mobile compute

             

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and system level integration. This approach has equally been applied to our integration of compute functionality in our GPU architecture; PowerVR Rogue is the most recent version of our GPU architecture […]

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semiconductor-scmp_pictures

When the only option is ‘Yes’

    

A crisis can, if exploited correctly, kick-start a new phase of growth. And the growth can be quite explosive where financial muscle, innovation, volume demand and national security interests intersect. No, this isn’t a spy novel: it’s a summary of the dynamics at play in the semiconductor industry. The semiconductor industry has changed due to […]

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Amazon Fire TV - MediaTek MT8137(1)

New devices using PowerVR Series6XT GPUs: MediaTek MT8173 and Renesas R-Car H3

       

One way of looking at the future of consumer electronics is to analyze markets where there is room for disruption. In this article I’d like to focus on two of these markets: home entertainment and automotive – and highlight two examples of how Imagination is working closely with semiconductor vendors, OEMs and other companies in […]

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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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