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Tag: Series6

New PowerVR Series6XE GPUs bring OpenGL ES 3.0 graphics to everyone

Have you ever looked at your $100 smartphone or tablet after watching Unity’s ‘The Chase’ demo and said to yourself: “I wish my devices could run cool OpenGL® ES 3.0* content like that”? The good news coming out of CES 2014 is that soon they will, thanks to

PowerVR Graphics SDK v3.2 brings advanced features in PVRTrace and PVRTune

The time has come for a new release of our PowerVR Graphics SDK. We’re very excited about the new features we’ve included in PowerVR Graphics SDK v3.2, especially since we know how eagerly anticipated many of them are. Since our previous release, we’ve focused a lot of our

PowerVR 'Rogue': Designing an optimal architecture for graphics and GPU compute

When designing our PowerVR ‘Rogue’ architecture, all components were reworked and optimised for efficiency (more on this in a future article). Part of that effort came from a deeper consideration of the GPU compute angle. Therefore, in this article, I will focus on just two highlighted key features

MediaTek MT8135 brings PowerVR Series6 GPUs to a mobile device near you

Over the years, our close partnership with MediaTek has resulted in the release of some very innovative platforms that have set important benchmarks for high-end gaming, smooth UIs and advanced browser-based graphics-rich applications in smartphones, tablets and other mobile devices. Two recent examples include: MT8125/MT8389, an extension of

PowerVR GPUs: Bringing OpenGL ES graphics to mobile for over ten years

High-end graphics on mobile: PowerVR Series5XT and Series6 GPUs take on OpenGL ES 2.0 and 3.0 (part 2) If the first segment of my two-part article on the history of PowerVR GPUs and OpenGL ES focused on the two families that set the game rules for mobile graphics

SIGGRAPH 2013: See the future of PowerVR graphics and ray tracing together with a preview of what’s new for Caustic Visualizer

SIGGRAPH 2013 will bring thousands of computer graphics and interactive technology professionals from five continents to Anaheim, California, for one of the most respected technical and creative programs focusing on industry and academic topics encompassing research, science, art, animation, music, gaming, interactivity, education, and the web. SIGGRAPH 2013

Understanding PowerVR Series5XT: YUV colour space conversions and the 2D core

Simple 2D operations continue to be very common in embedded systems. But as modern embedded GPUs increasingly become GFLOPS monsters to handle advanced functionality such as complex 3D graphics and compute, they become increasingly less efficient at handling simple 2D data movement operations. Data handling with PowerVR’s dedicated

Understanding PowerVR Series5XT: PVRTC, PVRTC2 and texture compression

One of the biggest contributors to bandwidth in mobile graphics is the bandwidth linked to texture mapping. This is especially true with increasing screen resolutions, as ever-higher resolution textures are required to maintain image quality, and thus ever more data is being read by the GPU. Reducing texture

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