If you’re developing for Unity on mobile, this is a blog post you can’t afford to miss! Recently we gave you some PowerVR performance tips for Unreal Engine 4. However, if Unity is more your thing, we’re now going to share with you the Unity performance-boosting tips from our
If you are a graphics developer, you have most likely come across RenderDoc at some point during one of your projects. It is a graphics debugger that many developers find saves them a lot of time. It’s now supported on PowerVR and also supports our PVRTC compression format.
Introduction This blog post is a must-read for every Unreal Engine 4 developer that wants to learn about how to optimise for PowerVR platforms specifically, as well as mobile in general. We’ve collected the most relevant tips from our very useful PowerVR Performance Recommendations document to share with
As you may have seen, our latest PowerVR Tools and SDK release (2017 R2) is now available, and it includes some quite significant changes. One of the areas we’ve been working on is our documentation, with several improvements to which we would love to draw your attention. PowerVR
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
We are delighted to announce the 2017 Release 2 of our PowerVR SDK and Tools. This is one of our more externally significant releases for our Framework, as there have been some major changes that we are sure many of you are going to appreciate. While our last
It has been a fair few months since our last release, and during this time we have been improving our utilities and SDK to add even more functionality to our already powerful package. Our efforts have been mainly focused on adding new Vulkan demos to our SDK, adding
In my blog post about single buffered strip rendering I talked about reducing latency by shortening the graphic pipeline length. In the second post I described one way of speeding up the barrel distortion render by moving the distortion transformation out of the fragment shader. Both methods increase
To render images at interactive framerates, engines have to approximate the behavior of real world phenomena – such as shadows – rather than simulating them. As real time rendering techniques continue to push towards photorealism, the cost of these approximations approaches the point of diminishing returns. Although traditionally
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
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