Tag: SDK


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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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 support for a brand new PowerVR Effects (PFX) format targeted to Vulkan … Continued

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In this blog series we’re going to explain how to create cross-platform, cross-API graphics applications using the PowerVR Framework – all from one set of source code files! The series will be split into the following parts: PowerVR Framework: Getting started with the PVRApi Vulkan and OpenGL ES abstraction PowerVR Framework: Writing portable Vulkan and OpenGL ES 3.0/3.1 apps with … Continued

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Following over a year of intense work by leading hardware, game engine, and platform vendors brought together by the Khronos™ Group, v1.0 of the Vulkan™ graphics and compute API is now available. This new API has been designed for portability across multiple platforms, including desktop and mobile GPU architectures. With an unprecedented number of related materials being open source (including … Continued

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In my last blog post, I explained how the timing data and high-level counters in our PVRTune GPU performance recording tool enabled us to identify that the Fantasy Warrior 3D demo was CPU limited when running on our PowerVR-based target device. In this article, we will describe some of the advanced profiling counters provided by PVRTune and explain how they … Continued

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With our world-leading PowerVR GPUs already in the hands of over 2 billion users, Imagination delivers the leading solutions for mobile, AR/VR, and other embedded graphics platforms. At this year’s Game Developer Conference, we will be hosting a day of developer sessions on our PowerVR GR6500 ray tracing GPU and Vulkan. You can also visit our booth (#1902) at the GDC … Continued

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In my previous post I provided a brief introduction about our target platform (Cocos2d-x on PowerVR GPUs), and a set of profiling rule and tools. In this post I will demonstrate how to work with PVRTune to identify performance bottlenecks. Setup environment If you are interested in exploring the Fantasy Warrior 3D game, you can find a video recording here … Continued

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It is 2016, and a new year brings new developments in the field of APIs! In preparation for these, we have created the PowerVR Framework. But what exactly is it? Simply put, the Framework is a cross-platform and cross-API framework which is fully optimised for PowerVR. It supports PowerVR assets and shows you how to use a variety of PowerVR … Continued

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To further promote our PowerVR Graphics SDK v4.0 launch, we’ve assembled a collection of videos to help new and existing PowerVR developers familiarize themselves with our tools and utilities. PowerVR SDK The video provides an overview of the PowerVR SDK. The SDK includes a cross-platform OS and API abstraction layer, a library of helper tools for maths and resource loading, … Continued

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In a previous article we described our PowerVR Imaging Framework, a set of extensions to the OpenCL and EGL APIs that enable efficient zero-copy sharing of memory between a PowerVR GPU and other system components such as a CPU, ISP and VDE. Most flows use EGL to facilitate the sharing of objects between multiple client APIs, requiring the Khronos extension … Continued

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