Mobile World Congress in Barcelona has served as a launchpad for some of the most exciting innovations in graphics technologies from Imagination. In 2014 we
Tag: Game Development
Vulkan™ started more than a year ago as a cross-industry effort to develop an explicit API designed to work optimally on today’s leading-edge hardware. The
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.
In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture which works unlike any other, and we call it
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.
Welcome to the penultimate post in my series of blog posts on Vulkan, thanks for following so far – one more to go after this one! In
We’re halfway through our series of blog posts on Vulkan – hopefully you’ve checked out the other blog posts, or tuned into the webinars, and are following so far!
Formerly of Engadget, Forbes and BBC, Sharif Sakr is presently a consultant for XPRIZE and business development director at GameBench. You can follow him on
For the first time, Imagination Technologies is pleased to present two one-day mobile graphics workshops for our “Introduction to Mobile Graphics” university module. Get hands-on
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