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
About a year ago I published an article on Gamasutra called Practical techniques for ray tracing in games which explained how developers can implement a series of hybrid rendering techniques on PowerVR GR6500 (our ray tracing-capable GPU) to achieve some pretty impressive effects. Even though the target applications
A few months ago at the 2015 Game Developers Conference (GDC), Imagination announced that the latest version of the Cocos2d-x game engine has been optimized by Chukong Technologies for the Creator Ci20 microcomputer. Cocos2d-x is an extremely popular open source game engine that supports multiple operating systems, including
Android currently supports a range of CPU and GPU architectures, implemented in different combinations across various chipsets. Scaling the fidelity of mobile graphics to get the most out of the underlying GPU has become a unique selling point when differentiating applications from the crowd. Because our PowerVR Insider
Launched at GDC 2013, the PowerVR Graphics SDK v3.1 provides developers all the SDK components, tools and utilities they need to build, test, and debug apps for Android, iOS, BlackBerry 10, Windows or Linux. The PowerVR Graphics SDK v3.1 is part of our usual cycle of bi-yearly updates
GDC 2013 promises to attract over 22,500 programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games. In the coming years, the landscape of graphics is set to under-go further advances. The 27th edition of GDC will again be very
We are currently making the final preparations for GDC 2013, the annual March conference on game development, software tools, and graphics technologies. We are very excited about the things we have put together this year, including four PowerVR sessions, one amazing panel on the future of mobile graphics,
After giving you a brief introduction to graphics development on Android and our PowerVR Graphics SDK v3.0 r2, it’s now time to make our PowerVR-based device say “Hello”! There are several ways to do this, but in our opinion there is none like a plain triangle rendered on
PowerVR SGX544 is the second member of Imagination’s PowerVR Series5XT family. It can be implemented as a high-performance 4-pipeline single core or in various multiprocessor (MP) configurations of between 2 and 16 cores (8 to 64 pipelines). The list below shows just some of our partners that have
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