Last year we debuted a collection of PowerVR ray tracing demos designed to improve significantly the aesthetics of real-time and offline rendering. One particularly exciting use case
This year MWC and GDC 2015 are happening during the same week which is unfortunate for me because I really enjoy going to both events.
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
After going behind the scenes of Imagination’s latest and greatest PVRTC2 texture compression standard, we now look at how PVRTC works and compare it against
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
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.
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
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
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
Benchmarking the performance of applications running on PowerVR GPUs isn’t as simple as collecting time stamps as various points in your render. The reason for
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