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.
It is 2016, and a new year brings new developments in the field of APIs! In preparation for these, we have created the PowerVR Framework.
To further promote our PowerVR Graphics SDK v4.0 launch, we’ve assembled a collection of videos to help new and existing PowerVR developers familiarize themselves with
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
At last, the PowerVR Graphics SDK v4.0 is live! Featuring an all-new Framework and a host of improvements to our existing utilities, v4.0 is one
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
In an article published earlier this week, I described how developers can implement fast, ray traced soft shadows in a game engine running on our
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
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