This article is part of our ongoing series about the PowerVR Performance Recommendations. Today we’ll be focusing on how flow control and branching affects the performance of shaders, so if you’re interested, why not take a look?
A few weeks ago we introduced Physically-Based Rendering with Image-Based Lighting for PowerVR – which has been published on docs.imgtec.com. This document is a guide to
Oppo has made a name for itself as one of the leading brands, not only in China but around the world, with a 9% market
It was 20 years ago today (well yesterday, strictly speaking, but close enough) that Sega released the Dreamcast onto the world in the US, with
Want to know more about physically-based rendering and image-based lighting for PowerVR? Check out our handy guide in our new blog post.
This post is another summary from our PowerVR Performance Recommendations focused on eliminating performance bottlenecks by balancing different GPU workloads.
What has the Developer Tech team been up to this year? We take a look at some of the events they’ve been attending and speaking at this year.
The new PowerVR developer documentation website has been up and running for a few weeks now. We’re really pleased to see how it’s been helping
There’s no doubt that Harry Potter: Wizards Unite sets a new standard for Augmented Reality gaming – (if you haven’t already seen it check out
Should you make or buy your SoC connectivity IP? We interview Gerry Conlon, EVP Ensigma, Imagination
Imagination is best known for graphics, but its connectivity division, Ensigma, also has a distinguished heritage. It currently offers IP technology for Wi-Fi, Bluetooth, high-end
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