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.