Imagination Blog

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 hand, unknown unknowns are phenomena … Continued

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Cascoda is a fabless semiconductor company based in Southampton, UK. The company was founded by Bruno Johnson (CEO) and Wolfgang Bruchner (CTO) in 2007. We’ve invited Bruno to offer you an introduction to the company, its 6LoWPAN technology and the relationship between Cascoda and Imagination. Long before founding Cascoda, we had been working with communications technology for our entire careers. … Continued

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Whenever I talk about Imagination Technologies, my colleagues in the industry almost always identify us with PowerVR and MIPS – two of the biggest brands in the GPU and CPU space, respectively. However, Imagination is starting to make a name for itself in the wireless market courtesy of Ensigma, our powerful connectivity technology. One of the main characteristics of Ensigma … Continued

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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 will also show the improvements … Continued

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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, Tesla Motors, Volkswagen, and Volvo) … Continued

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They say that history repeats itself. At the turn of the century, many in the computing industry were engaged in a fascinating debate about how multithreading and virtualization would become the next big thing in desktop PCs and servers providing a big performance boost for many high-throughput applications. Ten years later, both concepts are making a dramatic comeback. This time … Continued

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I am excited to announce that the team responsible for our Creator family of developer boards has released the source code for the GNU/Linux-based operating system powering the Ci40 as well as the full implementation of the LWM2M software stack. OpenWrt now available on GitHub When we were first evaluating our options for the operating system running on the Ci40 … Continued

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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 materials being open source (including … Continued

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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 not yet familiar with our … Continued

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The focus of this posting is to show Unity artists how easy it can be to add true reflections and shadows to their content using our hybrid rendering techniques. The PowerVR OverDrive game runs live, rendering with a PowerVR ray tracing GPU installed in a Linux-powered computer. Using an Xbox 360 controller, you drive around in a monster truck, smash … Continued

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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 PVRTune and explain how they … Continued

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