Tag: developers

Vulkan synchronisation and graphics-compute-graphics hazards: Part 2

Or: How I learned to stop worrying and ping-pong the queues

In this article, we are referring to the various problems we encountered when it comes to.

Vulkan synchronisation and graphics-compute-graphics hazards: Part I

Vulkan synchronisation scenarios: the use case

In modern rendering environments, there are a lot of cases where a compute workload is used during a frame..

Three key techniques for improving mobile game graphics using PVRTexTool

Exploring PVRTexTool and texture mapping has always been a critical technique in improving the visuals of a video game at a low processing cost. It is.

Why benchmarks are the missing piece of the ray tracing puzzle

The real-time graphics pipeline, as modelled by today’s GPUs and its associated stack of drivers, compilers and API, accrues features at a rapid clip. The.

Coherency gathering in ray tracing: the benefits of hardware ray tracking

Despite the theoretically infinite ways to implement a modern GPU, the truly efficient ways to make one come to life in silicon tend to force the hands of.

PowerVR SDK and Tools 2019 Release 2 now available

It’s that time again! The PowerVR SDK and Tools have been updated with brand new features and improvements.

PowerVR PerfDoc – Performance Validation for PowerVR

It’s time for some exciting news! As usual, our engineers here in the Developer Technology team have been hard at work making your life a little bit.

Improving Particle Systems on PowerVR

It’s time for another article in our ongoing series of posts about getting the most of your PowerVR device when creating graphics applications. This time.

Flow Control on PowerVR – Optimising Shaders

We’re back again with another excerpt from our new documentation website. Today, we’ll be looking at flow control and branching in shaders. This series.

Balancing GPU workloads on PowerVR hardware

If you’ve been following this series of posts from the beginning you probably know the drill by now. We have a new documentation website, which is packed.