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
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
In my previous post I provided a brief introduction about our target platform (Cocos2d-x on PowerVR GPUs), and a set of profiling rule and tools.
This is the first in a short series of posts about our recent collaboration with Chukong Technologies on the Cocos2d-x game engine. In my first
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