Tag Archives | PowerVR Graphics

VR-Headsets

The knowns and unknowns of virtual reality

  

There are many phrases and concepts that have entered our subconscious via pop culture. One of my all-time favorites has to be the idea of knowns and unknowns commonly used inside NASA to outline the degree of uncertainty in safety-critical missions. Known unknowns result from phenomena which are recognized, but poorly understood. On the other […]

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Identifying GPU bottlenecks using PVRTrace in Fantasy Warrior 3D (7)

Identifying GPU bottlenecks using PVRTrace in Fantasy Warrior 3D

   

In my previous post, we explained how to use the advanced features of PVRTune to find the specific causes of performance bottlenecks in the Fantasy Warrior 3D game built using the Cocos2d-x game engine. In this post we will demonstrate how developers can use PVRTrace to locate GPU-related issues in this Cocos2d-x based game. We […]

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Google-self-driving-car

Behind the wheel of a self-driving car

    

The year is 2032. Former LAPD sergeant John Spartan wakes up after three decades in deep freeze sleep to find everything has changed, including driving. Almost all the cars in the 1993 movie Demolition Man were self-driving, but of course they were concept cars. Today, more than ten leading car makers (including Audi, BMW, GM, […]

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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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PowerVR at GDC 2016 - Vulkan and Ray Tracing (7)

PowerVR at GDC 2016: ray tracing and high-end graphics on mobile

       

At GDC 2016, PowerVR continues to set the bar for high-end graphics in mobile thanks to the efficiency of the Rogue architecture. Here’s a preview of what we’re demonstrating, in pictures. Real-time ray tracing on mobile and console The first demonstration at the event comes from the PowerVR Ray Tracing team. For those who are […]

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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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Advanced performance analysis on Fantasy Warrior 3D using PVRTune (1)

Advanced performance analysis on Fantasy Warrior 3D using PVRTune

    

In my last blog post, I explained how the timing data and high-level counters in our PVRTune GPU performance recording tool enabled us to identify that the Fantasy Warrior 3D demo was CPU limited when running on our PowerVR-based target device. In this article, we will describe some of the advanced profiling counters provided by […]

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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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ProtoStar - Unreal engine

Panel of graphics experts discusses Vulkan at the Khronos Paris chapter

     

At the end of January, I was at the ISART Digital in Paris to join a panel discussion titled New Graphics APIs discussion panel at the dawn of Vulkan. The meeting was organized and chaired by Christophe Riccio from Unity and focused on the Khronos Group’s new Vulkan graphics and compute API. Vulkan is a […]

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GDC-2016-620x348-1200-80

Imagination at GDC 2016: Vulkan and ray tracing take center stage

      

With our world-leading PowerVR GPUs already in the hands of over 2 billion users, Imagination delivers the leading solutions for mobile, AR/VR, and other embedded graphics platforms. At this year’s Game Developer Conference, we will be hosting a day of developer sessions on our PowerVR GR6500 ray tracing GPU and Vulkan. You can also visit our […]

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