Tag: developer


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 our tools and utilities. PowerVR SDK The video provides an overview of the PowerVR SDK. The SDK includes a cross-platform OS and API abstraction layer, a library of helper tools for maths and resource loading,

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PowerVR SDK v3.4 is the latest release that we are deploying this year. Key features include the addition of the latest compilers for PowerVR Series6 (FP16 and FP32) and Series6XT GPUs to PVRShaderEditor, providing more up-to-date shader profiling. PVRShaderEditor also adds new functionality to access the GLSL disassembly for these compilers as well as full instruction set documentation for PowerVR

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The second release of the PowerVR Graphics SDK v3.3 is now available. We’ve built on our previous release to provide further support for OpenGL ES 3.1. For example, we’ve added an OpenGL ES 3.1 PC Emulation SDK for Windows and Linux, demonstrating new API features such as compute shaders. We have also added GLSL ES 3.10 syntax highlighting to PVRShaderEditor

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When it comes to operating systems, Linux® is perhaps the world’s most popular open source OS. Linux has been running on thousands of MIPS devices that have shipped in very large volume (north of several billions of units). The MIPS ISA (MIPS32, MIPS64 and microMIPS) is fully supported in Linux, with Imagination and our licensees providing frequent patches for new

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Launched at GDC 2013, the PowerVR Graphics SDK v3.1 provides developers all the SDK components, tools and utilities they need to build, test, and debug apps for Android, iOS, BlackBerry 10, Windows or Linux. The PowerVR Graphics SDK v3.1 is part of our usual cycle of bi-yearly updates when we include support for new graphics APIs, operating systems, and forthcoming

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We are currently making the final preparations for GDC 2013, the annual March conference on game development, software tools, and graphics technologies. We are very excited about the things we have put together this year, including four PowerVR sessions, one amazing panel on the future of mobile graphics, tons of giveaways and the upcoming release of the PowerVR Graphics SDK.

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PowerVR SGX544 is the second member of Imagination’s PowerVR Series5XT family. It can be implemented as a high-performance 4-pipeline single core or in various multiprocessor (MP) configurations of between 2 and 16 cores (8 to 64 pipelines). The list below shows just some of our partners that have shipped or will soon ship PowerVR SGX544-based platforms: Allwinner A31, A31s Intel

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Benchmarking the performance of applications running on PowerVR GPUs isn’t as simple as collecting time stamps as various points in your render. The reason for this is that the graphics driver submits work to the GPU independently from the API calls that an application has made, i.e. very few graphics API calls are blocking operations. Additionally, PowerVR GPUs will try

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