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
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
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
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
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
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