One only needs to look at the success of Pokemon Go this summer to realise that Augmented Reality (AR) is a big deal. One company
We’ve mentioned in a recent blog post how maintaining presence is key in virtual reality systems. Rendering applications at high framerates (60, 90 or 120
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.
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 will offer you a short overview of our analysis and optimisation process for Cocos2d-x based graphics demo called Fantasy Warrior 3D.
Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and
It’s been a while since we first showed off our Vulkan* driver for PowerVR Rogue GPUs. Since then, our PowerVR driver and graphics demo teams
I’m fond of telling the story about why I joined Imagination. It goes along the lines of: despite offers to go work on graphics in
This post serves as a quick start guide of how you can add the PVRTrace libraries to your own OpenGL ES application and begin capturing
A lot of you have been asking us recently about chipsets using PowerVR GPUs and mobile devices using these SoCs that you can buy worldwide.
We have some great news: Imagination is organizing a full developer day packed with interesting sessions at GDC 2015; called idc15, it will be held
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