PowerVR Rogue Architecture

Advanced scalable graphics architecture

PowerVR Rogue’s design enables our partners to deliver amazing user experiences in devices that range from innovative, ‘natural’ user interfaces to ultra-realistic gaming, as well as enabling new applications never before thought of, from advanced content creation and image processing to sophisticated augmented reality and environment-aware solutions.

High performance while minimizing power and bandwidth

Based on a scalable number of compute clusters, the PowerVR Rogue architecture is designed to target the requirements of a growing range of demanding markets from IoT to the highest performance embedded graphics including smartphones, tablets, PC, console, automotive, DTV and more. Compute clusters are arrays of programmable computing elements that are designed to offer high performance and efficiency while minimizing power and bandwidth requirements.

PowerVR Rogue GPUs offer:

  • Industry-best performance in both GFLOPS/mm2 and GFLOPS/mW
  • GPU Compute performance reaching the TFLOPS (teraFLOPS) range
  • Extensive feature scalability

The PowerVR Rogue architecture delivers a significant portfolio of new technologies and features, including:

  • An advanced, scalable graphics and compute cluster architecture
  • High efficiency compression technology including lossless image and parameter compression and the widely respected PVRTC™ texture compression
  • Next-generation Tile Based Deferred Rendering architecture

These features combine to produce a highly latency tolerant architecture that consumes the lowest memory bandwidth in the industry while delivering the best performance per mm2 and per mW.

News from Imagination

PowerVR at GDC 2016: ray tracing and high-end graphics on mobile

At GDC 2016, PowerVR continues to set the bar for high-end graphics in mobile thanks to the efficiency of the Rogue architecture. Here’s a preview of what we’re demonstrating, in pictures. Real-time ray tracing on mobile and console The first

A look at the PowerVR graphics architecture: Deferred rendering

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,