PVR Tune Complete highlights exactly what the application is doing at the GPU level, helping to identify any bottlenecks in the compute stage, the renderer, and the tiler.
In this article, we are referring to the various problems we encountered when it comes to sandwiching compute tasks during graphics processing in Vulkan®. To find out exactly what we’re talking about be sure to read part one first.
How do you mix and match rasterisation and compute in a modern GPU? In modern rendering environments, there are a lot of cases where a compute workload is used during a frame. Compute is generic (non-fixed function) parallel programming on the GPU, commonly used for techniques that are either challenging, outright impossible, or simply inefficient to implement with the standard graphics pipeline (vertex/geometry/tessellation/raster/fragment).
The power of silicon hardware has risen dramatically over the years, particularly in GPUs, allowing us to store and display more information on-screen at once. Player expectations have grown even faster, and so texture mapping remains a key technique for increasing the quality and detail of a video game world with minimal power and processing overhead. It is a core factor that enables mobile gaming to match the visual quality of modern desktop hardware. Exploring PVRTexTool and texture mapping has always been a critical technique in improving the visuals of a video game at a low processing cost.
The PowerVR SDK and Tools have been updated with brand new features and improvements. In this post, we’ll take a look at some of the most important and exciting new updates of this release.
Today, as the industry works on fleshing out the accelerated ray tracing ecosystem on Windows-based PCs, consoles, and eventually, onto other markets in the future, (with bigger GPUs leading the way), there’s a missing piece of the puzzle that’s yet to show up: ray tracing performance analysis software.
Earlier this week, we announced our new iEB110 IP, a complete Bluetooth Low Energy IP solution based on the recently announced Bluetooth SIG version 5.2 specification. We’re particularly excited about this IP as the BLE 5.2 specification introduces LE audio, which is a significant step forward for Bluetooth audio, both in terms of sounds quality and functionality.
In ray tracing, different types of surfaces cause rays to bounce in a variety of directions, which causes the problem of ray coherency. Imagination’s PowerVR ray tracing solves this with a hardware-based ray tracker. Read on to find out more.
Update 28/01: We have now released the presentation from this Meetup. It can be found here: Download Overview of the Unity High-Definition Render Pipeline Additionally,
It’s not long now until the very first PowerVR Community Meetup. This Meetup will be a fantastic opportunity to learn more about the latest developments in
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