Tag: graphics


The PowerVR Developer Technology team is delighted to announce the latest version of our PowerVR Tools and SDK – 2018 Release 1. Following on from our major SDK Framework overhaul in our release late last year, this is yet another significant iteration. For starters, we have made further improvements to our SDK Framework, including new examples and documentation. We have … Continued

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Welcome to the latest in our series of Visionary interviews with our key thinkers at the company. In this instalment, we spend some time with Carlos Sarria, Senior Developer Technology Manager, for PowerVR Developer Technology. Carlos has been with the company since the late ‘90s and was part of many of the company’s early success in console and mobile. He … Continued

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While these days most of us with a smartphone might take gaming on mobile for granted many of us with older memories will recall that it’s actually a relatively recent development. In the days of basic Nokia phones, the likes of Snake ruled the roost (is that a mixed metaphor?). In fact, it’s now viewed as a cool ‘retro’ game. … Continued

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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 very useful PowerVR Performance Recommendations document. Most optimisations will apply to all mobile platforms … Continued

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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. What is RenderDoc? RenderDoc is a frame-capture based graphics debugger. It’s available … Continued

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On Monday 27th July 1992, John Major had just become British Prime Minister, and Linux was a word yet to enter our vocabulary. Classic FM didn’t even exist. And VideoLogic, a small technology company in England, began a project that would later become known as PowerVR — based on the first consumer deferred renderer. Yes, believe it or not, Imagination’s … Continued

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This blog post introduces GRLAA (GRadient Line Anti-Aliasing), a relatively simple and efficient method designed to cope with aliased lines, which can often crop up in automotive navigation applications. In the discipline of signal processing, there is a specific sampling frequency called the Nyquist frequency. When sampling a signal at a frequency lower than the Nyquist frequency, the signal reconstructed … Continued

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It’s been six months or so since our last PowerVR Tools and SDK update but the latest version has arrived, bringing with it a number of enhancements. Tools In terms of our tools, we’ve carried out a number of improvements thanks to your feedback regarding the 2016 R2 release. First, let’s talk about PVRGeoPOD. The standalone version now features an … Continued

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One only needs to look at the success of Pokemon Go this summer to realise that Augmented Reality (AR) is a big deal. One company that knows this well is Zappar, which is known for creating exciting augmented reality experiences for brands such as Angry Birds, Warner Bros., Coca Cola and many more. These experiences range from bringing posters to … Continued

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In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture which works unlike any other, and we call it a tile-based deferred renderer, or TBDR. The basic premises are simple enough in concept. First, we split the screen up into tiles to make them simpler to process and small enough to fit entirely on … Continued

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