Tag: developers


Last week we were thrilled to bring you the announcement of the release of the latest version of the PowerVR SDK Framework 5.0 and Tools Release 2 for 2017. This offers a number of exciting changes and promises to make life easier for any and all developers working with PowerVR GPUs. One of the major developments with this new release … Continued

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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

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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

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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

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It is 2016, and a new year brings new developments in the field of APIs! In preparation for these, we have created the PowerVR Framework. But what exactly is it? Simply put, the Framework is a cross-platform and cross-API framework which is fully optimised for PowerVR. It supports PowerVR assets and shows you how to use a variety of PowerVR … Continued

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To further promote our PowerVR Graphics SDK v4.0 launch, we’ve assembled a collection of videos to help new and existing PowerVR developers familiarize themselves with our tools and utilities. PowerVR SDK The video provides an overview of the PowerVR SDK. The SDK includes a cross-platform OS and API abstraction layer, a library of helper tools for maths and resource loading, … Continued

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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

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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

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At last, the PowerVR Graphics SDK v4.0 is live! Featuring an all-new Framework and a host of improvements to our existing utilities, v4.0 is one of our biggest releases to date. With the arrival of the new Framework, this release aims to help developers transition from OpenGL ES to the new generation of graphics APIs, such as Vulkan. The Framework … Continued

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It’s been a while since we first showed off our Vulkan* driver for PowerVR Rogue GPUs. Since then, our PowerVR driver and graphics demo teams have been working hard to synchronize with the spec as it evolves towards its final form. Today we are excited to show you a new demo we have been working on that better highlights the … Continued

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