GPU performance analysis on Fantasy Warrior 3D with PVRTune

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.

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.

Analyzing and optimising the Cocos2d-x game engine for PowerVR GPUs

This is the first in a short series of posts about our recent collaboration with Chukong Technologies on the Cocos2d-x game engine. In this article, I.

Unearthing the Holy Grail: real-time ray tracing on PowerVR GR6500 at CES 2016

Graphics on mobile devices have seen an incredible evolution in the last decade.

PowerVR Series7XT Plus GPUs: where advanced graphics meets computer vision

About a month before CES 2015 I wrote an in-depth blog article about our PowerVR Series7XT GPUs, presenting the industry-leading performance efficiency.

Imagination’s smart, efficient approach to mobile compute

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across.

New devices using PowerVR Series6XT GPUs: MediaTek MT8173 and Renesas R-Car H3

One way of looking at the future of consumer electronics is to analyze markets where there is room for disruption.

Measuring GPU compute performance

After exploring a quick guide to writing OpenCL kernels for PowerVR Rogue GPUs and analyzing a heterogeneous compute case study focused on image.

Vulkan: Scaling to multiple threads

We’re halfway through our series of blog posts on Vulkan – hopefully you’ve checked out the other blog posts, or tuned into the webinars, and are.

Vulkan: High efficiency on mobile

Welcome to the second article in our series of blogs on the Vulkan API! This time I’ll be describing why Vulkan is so important for mobile and embedded.