Chipsets for smart glasses and other high end wearables

Smart glasses are an example of high-end output wearables; whether they’re used in industrial applications or to augment our everyday life, smart glasses.

How to select the best PowerVR GPU for your processor

In an article published recently I provided an overview of the most common metrics used to measure the relative performance of GPUs. I also covered how.

A consumer’s guide to graphics benchmarks

If you are like me, you probably keep track of the latest reviews for upcoming smartphones and tablets, wondering which device to buy next.

Unite 2014, Seattle: PowerVR Ray Tracing behind the lightmaps in the Unity editor

This August, Seattle saw a flood of game developers coming into town for Unite 2014, the eighth annual Unity conference held at the Seattle Center. Among.

My week with Dell Venue 8, the first Android tablet to use a PowerVR Rogue GPU

Intel® Atom™ processor Z3460/Z3480 supports OpenGL ES 3.0 and OpenCL 1.2 out of the box

Alexandru Voica contributes to ‘My week with’, a column covering.

The complete guide to PowerVR Rogue GPUs: specifications, features, API support

While writing the conclusion for the article announcing OpenGL® ES 3.1 conformance for PowerVR Rogue GPUs, I suddenly realized that we now have more than.

PowerVR Rogue GPUs achieve OpenGL ES 3.1 conformance, we go hands-on with a compute demo

We are very excited to announce that PowerVR Series6 GPUs have achieved full conformance with OpenGL® ES 3.1, the latest version of the well-known.

Implementing hybrid ray tracing in a rasterized game engine

For the past month, many of you have been asking on social media or in the comments section of our blog for a video recording of our hybrid rendering.

Launching the ray tracing PowerVR Wizard GPUs at GDC 2014: coverage roundup

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..