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.
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.
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.
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.
Graphics on mobile devices have seen an incredible evolution in the last decade.
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 designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across.
One way of looking at the future of consumer electronics is to analyze markets where there is room for disruption.
After exploring a quick guide to writing OpenCL kernels for PowerVR Rogue GPUs and analyzing a heterogeneous compute case study focused on image.
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.
If you have any enquiries regarding any of our blog posts, please contact:
benny.har-even@imgtec.com
Tel: +44 (0)1923 260 511
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