Tag Archives | PowerVR Graphics

How to select the best PowerVR GPU for your processor

      

In an article published recently I provided an overview of the most common metrics used to measure the relative performance of GPUs. I also covered how these metrics are reflected in some of the most popular graphics benchmarks available to silicon vendors, OEMs and consumers. Today I am going to offer you a quick how-to […]

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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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A consumer’s guide to graphics benchmarks

     

If you are like me, you probably keep track of the latest reviews for upcoming smartphones and tablets, wondering which device to buy next. Part of the review process for many new devices includes a section called benchmarks. This usually is the part that turns the comments box of many websites into a passionate debate […]

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Four questions about Moore’s Law, 28nm and the future of IP design

        

A few weeks ago Brian Bailey, the well-known technology editor for EDA at Semiconductor Engineering, kindly asked me to provide some comments in relation to a set of very interesting questions on the fate of Moore’s Law and the adoption of sub-20nm process nodes. You can find a selection of my answers, alongside opinions and […]

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Here are eight PowerVR Graphics SDK tutorials for game developers

      

In anticipation of our PowerVR Graphics SDK v3.3 Release 2 launch, we’ve assembled a collection of videos to help new and existing PowerVR developers familiarize themselves with our tools and utilities. PVRGeoPOD The PVRGeoPOD overview video offers a concise explanation of the main functions of PVRGeoPOD — a 3D scene exporter tool that saves data […]

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My week with Dell Venue 8, the first Android tablet to use a PowerVR Rogue GPU

      

Intel® Atom™ processor Z3460/Z3480 supports OpenGL ES 3.0 and OpenCL 1.2 out of the box Alexandru Voica contributes to ‘My week with’, a column covering consumer products that use IP technologies from Imagination. When Intel first announced the new Atom Z3460/Z3480 (Merrifield) processors back in February, I was curious to find out the list of […]

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PowerVR Graphics SDK v3.3 Release 2 is live!

      

The second release of the PowerVR Graphics SDK v3.3 is now available. We’ve built on our previous release to provide further support for OpenGL ES 3.1. For example, we’ve added an OpenGL ES 3.1 PC Emulation SDK for Windows and Linux, demonstrating new API features such as compute shaders. We have also added GLSL ES […]

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PowerVR GX5300: the world’s smallest GPU for next-generation wearables and IoT

       

The past six months have certainly been an exciting time for the wearable industry. We’ve seen new platform announcements from Ingenic, Ineda and Microchip, the rollout of several smartwatches and smart glasses from worldwide sellers, and the release of the new MIPS M5100 and M5150 CPUs designed for wearables and IoT. More recently, Archos has […]

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PowerVR Rogue GPUs achieve OpenGL ES 3.1 conformance, we go hands-on with a compute demo

       

We are very excited to announce that PowerVR Series6 GPUs have achieved full conformance with OpenGL® ES 3.1, the latest version of the well-known graphics API developed and maintained by the Khronos Group. Being able to offer PowerVR developers access to the latest graphics and compute feature set is something we firmly believe in and […]

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Building next generation apps processors for mobile computing

          

A recent study from IC Insights found that in 2013 apps processors for smartphones and tablets accounted for 31% of total microprocessor sales, up from 26% in 2012. Companies competing in the mobile arena are well positioned to become the main driving force behind the fast growth of the overall semiconductor industry. When building chipsets […]

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