Tag: developers


The PowerVR architecture is quick to support the latest technologies, and the Vulkan API is a case in point. Vulkan is a modern API that enables developers to gain ‘low-level’ access to underlying graphics hardware, ensuring that the performance of that hardware can be maximised. Any apps displaying large volumes of data such as navigation apps are a great use … Continued

Read More

We’ve mentioned in a recent blog post how maintaining presence is key in virtual reality systems. Rendering applications at high framerates (60, 90 or 120 Hz depending on the Head Mounted Display’s maximum refresh rate) with low motion-to-photon latency is an important part of achieving it. In this article, I’ll explain how the OVR_multiview extension can be used to reduce … Continued

Read More

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. In this post I will demonstrate how to work with PVRTune to identify performance bottlenecks. Setup environment If you are interested in exploring the Fantasy Warrior 3D game, you can find a video recording here … Continued

Read More

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 article I will offer you a short overview of our analysis and optimization process for Cocos2d-x based graphics demo called Fantasy Warrior 3D. What is Cocos2d-x? Cocos2d-x is a suite of open-source, cross-platform game development … Continued

Read More

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and system level integration. This approach has equally been applied to our integration of compute functionality in our GPU architecture; PowerVR Rogue is the most recent version of our GPU architecture and it fully supports mobile … Continued

Read More

In an article published earlier this week, I described how developers can implement fast, ray traced soft shadows in a game engine running on our PowerVR Wizard architecture. Today I’d like to present some very exciting results which demonstrate how ray tracing delivers significant reductions in memory bandwidth and power consumption over traditional rasterized methods (i.e. cascaded shadow maps). Complete … Continued

Read More

Last week AngelScript maintainer Andreas Jonsson announced on GameDev.net that the new version of the popular scripting language (2.30.1) added support for MIPS Release 2 CPUs via the Creator CI20 microcomputer. We’ve reached out to Andreas and asked him to provide more details about his work for developers who are interested in using AngelScript for MIPS. If you are interested … Continued

Read More