Tag: deferred


In the previous three sections, I discussed the need to match market requirements, our rapid adoption of multiple graphics APIs, and our uncompromising support for GPU compute across all our PowerVR GPU cores. In this section, I will dive more deeply into the underlying hardware architecture, highlighting a selection of the patented unique features, as well as the flexibility of … Continued

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We are now back from various shows around the world where we had lots of discussion with developers about the use and longevity of Imagination’s Tile Based Deferred Rendering-based (TBDR) PowerVR architecture. Some had never heard of it (mainly those who were moving down from the console and PC space) and others who wanted to know if TBDR would ever … Continued

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