Tag: PowerVR Graphics


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 Hz depending on the Head Mounted Display’s maximum refresh rate) with low motion-to-photon latency is an important part of achieving it. In this article, I’ll explain how the OVR_multiview extension can be used to reduce

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Some industry analysts and journalists are approaching 360 video with skepticism, fearing another 3D TV moment. Here are seven reasons why we think 360 video is here to stay: 1.      (User generated) content is king Adoption of new video technologies is often driven by user generated content.  Only Panasonic and Fuji made any real attempt to create cameras to easily

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In this blog series we’re going to explain how to create cross-platform, cross-API graphics applications using the PowerVR Framework – all from one set of source code files! The series will be split into the following parts: PowerVR Framework: Getting started with the PVRApi Vulkan and OpenGL ES abstraction PowerVR Framework: Writing portable Vulkan and OpenGL ES 3.0/3.1 apps with

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There are many phrases and concepts that have entered our subconscious via pop culture. One of my all-time favorites has to be the idea of knowns and unknowns commonly used inside NASA to outline the degree of uncertainty in safety-critical missions. Known unknowns result from phenomena which are recognized, but poorly understood. On the other hand, unknown unknowns are phenomena

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The year is 2032. Former LAPD sergeant John Spartan wakes up after three decades in deep freeze sleep to find everything has changed, including driving. Almost all the cars in the 1993 movie Demolition Man were self-driving, but of course they were concept cars. Today, more than ten leading car makers (including Audi, BMW, GM, Tesla Motors, Volkswagen, and Volvo)

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