Tag: Series6XT GPU


One way of looking at the future of consumer electronics is to analyze markets where there is room for disruption. In this article I’d like to focus on two of these markets: home entertainment and automotive – and highlight two examples of how Imagination is working closely with semiconductor vendors, OEMs and other companies in its ecosystem to push the … Continued

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Andy Jolley is senior staff application consultant – worldwide product line lead, FPGA-based prototyping at Synopsys. Andy has been working with FPGA technologies for over 25 years and has been recently supporting customers with their complex CPU SoC and GPU IP prototyping needs on the Synopsys HAPS platforms while also providing support for worldwide engagements to deploy the same SoC … Continued

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PowerVR SDK v3.4 is the latest release that we are deploying this year. Key features include the addition of the latest compilers for PowerVR Series6 (FP16 and FP32) and Series6XT GPUs to PVRShaderEditor, providing more up-to-date shader profiling. PVRShaderEditor also adds new functionality to access the GLSL disassembly for these compilers as well as full instruction set documentation for PowerVR … Continued

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Last week I published an article titled The day I designed my own mobile SoC. It was based on a presentation I had been working on for several months. The main goal was to map our IP portfolio onto next generation SoCs for a range of markets, including mobile. Little did I know my article would enjoy such popularity and … Continued

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Now that the dust has settled over GDC 2014, we have started collecting and analyzing the coverage from the launch of our ray tracing PowerVR Wizard GPU. The week we’ve spent in San Francisco has been one of the busiest we’ve had in recent history: alongside a full day of PowerVR sessions (including two presentations on ray tracing alone), there … Continued

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If you follow Imagination and what we do, you may have heard about PowerVR Ray Tracing, hybrid rendering and the potential that these technologies have to revolutionize the user experience from mobile and console gaming to virtual and augmented reality. For the better part of the last eight years, we have been busy developing unique hardware and software technologies to … Continued

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PowerVR Rogue GPUs already running demos of the latest mobile API at GDC 2014 Almost two years after revealing their last major revision to the mobile-oriented OpenGL® ES graphics API, the Khronos Group is ready to unveil a brand new upgrade to the specification aimed at bringing a selection of desktop-level yet power efficient features to mobile devices. The new … Continued

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Marketing of modern graphics processors involves comparing many low level performance metrics. For example, our PowerVR GPUs are commonly compared based on GFLOPS (a measure of computing throughput), triangles per second (a measure of geometry throughput), pixels per second and texels per second (measures of fill rate). In addition to these more traditional metrics it has become common place for … Continued

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It’s been a few weeks since we introduced the ground-breaking PowerVR Series6XT GPU family and already we’ve seen amazing interest in the new line-up of GPUs from our customers and ecosystem. On our blog, our most avid readers have been eager for us to reveal how competitive our newly-released GPUs are compared to other mobile graphics parts announced at CES … Continued

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2014 is gearing up to be an exciting year for CES. In conjunction with the launch of our PowerVR Series6XT and Series6XE GPUs, the Khronos Group has announced OpenGL® ES Next, a next-generation API standard which introduces a number of new features for mobile and embedded devices. OpenGL ES Next is compatible with all PowerVR Rogue GPUs As with any … Continued

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