The sun is starting to come out, people are returning to society, and potentially most exciting; we at DevTech are releasing a new version of the PowerVR SDK and Tools. The PowerVR SDK contains not only our graphics development framework, but also a handful of example applications that show you not only how to implement certain techniques, but also make the most out of your PowerVR platforms. Between the modules that help you deploy cross-platform or libraries that let you focus on the actual code rather than boilerplate setup; our SDK has everything you need to hit the ground running with making a high-performance application. We’re starting with the SDK, rather than the tools this time, because this first talking point is a pretty big one, we think.
Development boards are cool and the BeagleBone® Black (BBB) is one of the more interesting ones around. This widely available tiny board costs around £35 and will boot Linux is only 10 seconds so anyone interested in development can get stuck in quickly. The Introduction to Mobile Graphics course has been recently revamped for 2020 for the Imagination’s University Programme and the widely available, low-cost BBB is an ideal platform for student teaching and exercises based on OpenGL® ES2.0, instead of an expensive standard PC.
Towards the end of last year, Apple released the latest version of its Apple MacBook Pro and Macbook Air laptops. This release was notable as with these brand-new laptops Apple made a significant change – the processor inside was based on its own M1 chip rather than the Intel architecture that it had been using since 2006. Since its release, the Apple M1 has been widely hailed for its performance, outstripping Intel in all the major benchmarks and all in a cool, quiet package with low power consumption.
Earlier this month Imagination Technologies picked up two awards for its recently launch IMG Series 4 neural network accelerator (NNA). Our NNA is no stranger to awards, with the design team behind the Series2 NX and the NNA itself picking up gongs for its groundbreaking performance. The Series 4 takes things to new levels, with its scalable architecture offering 500 TOPS of performance, and even beyond.
Google Android continues to have the lion share of the mobile market, powering around 75% of all smartphones and tablets, making it the most used operating system in the world. Imagination’s PowerVR architecture-based IP and the Android OS are bedfellows, with a host of devices based on Android coming to market all the time. Here we list a few that have appeared in Q4 2020.
With ray tracing on mobile hardware an approaching reality, we wanted to show the world the kind of thing that could be created when mobile gaming meets ray tracing. Imagination Originals initiative is a challenge to the game art community to make gorgeous work but with the added sparkle of ray traced lighting, whilst working strictly within the limits of mobile power budgets.
We all know that 2020 has been quite a challenging year, but we hope you’re doing well. Over the last few months, here in DevTec, we’ve been working hard to get this new release out for you and the time has now come for our second release of the PowerVR SDK and Tools of 2020. So, what’s new with this latest release? Let’s take a quick look at a few of the major changes.
My first encounter with the PowerVR GPU was helping the then VideoLogic launch boards for Matrox in Europe. Not long after I joined the company, working on the rebrand to Imagination Technologies and promoting both our own VideoLogic-branded boards and those of our partners using ST’s Kyro processors. There were tens of board partners but only for one brief moment did we have two partners in the desktop space: NEC and ST.
Not all hardware marketed as ray tracing enabled is created equal. To help the industry understand the differences between the various solutions on offer, we have created the Ray Tracing Levels System – ranging from Level 0 through to Level 5. Read on to discover the six levels of ray tracing.
PVR Tune Complete highlights exactly what the application is doing at the GPU level, helping to identify any bottlenecks in the compute stage, the renderer, and the tiler.
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