Tag Archives | PowerVR Insider

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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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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Mastering regular expression searches inside PVRTraceGUI

    

As part of our PowerVR SDK v3.3 development, we chose to refine navigation in PVRTraceGUI – our OpenGL ES analysis utility. This work consisted of many minor tweaks to simplify the interface. It also included a bigger change – a brand new search engine. One of the most important features of the new, streamlined Find […]

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Launching the ray tracing PowerVR Wizard GPUs at GDC 2014

             

Now that the dust has settled over GDC 2014, we have started collecting and analyzing the coverage from the launch of our ray tracing PowerVR Wizard GPU. The week we’ve spent in San Francisco has been one of the busiest we’ve had in recent history: alongside a full day of PowerVR sessions (including two presentations […]

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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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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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PowerVR Graphics SDK tools explained: Profiling a render with PVRTune

     

This blog post is about PVRTune, the PowerVR hardware performance analysis tool included in the PowerVR Graphics SDK. PVRTune collects performance data in real-time to get a very detailed view of what is the GPU doing (again, in real time). This helps you identify the bottlenecks in your render, regardless of how obscure they might […]

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