PowerVR SDK and Tools 22.1 Release Now Availabledevelopers Benjamin Anuworakarn 28 Jun 2022 October 10, 2022June 28, 2022 by Benjamin Anuworakarn Hello everyone, and we hope you’ve been having a pleasant 2022 so far. I think we speak for all of us when we suggest that it’s the season of “new and fresh”, and so it only makes sense to offer a new release of the PowerVR SDK and Tools. Understandab...
PowerVR SDK and Tools 21.2 Respindevelopers Benjamin Anuworakarn 22 Dec 2021 December 22, 2021 by Benjamin Anuworakarn Happy Holidays and Merry Salutations! Feels like only just last month we were letting you all know that the new version of the PowerVR SDK and Tools was available! Oh, it was last month? How the time flies! Just a short announcement from us before we wrap up for the end of t...
PVRTexTool now supports KTX™ 2.0 and Basis Universal supercompressiondevelopers Benjamin Anuworakarn 20 Dec 2021 December 21, 2021December 20, 2021 by Benjamin Anuworakarn At Imagination, we’re always trying to help customers get the most out of their graphics pipelines, which is why we’re proud to announce that PVRTexTool now supports Basis Universal supercompressed textures as well as KTX™ 2.0 and .basis texture containers! For...
PowerVR SDK and Tools 21.2 Now Releaseddevelopers Benjamin Anuworakarn 25 Nov 2021 December 22, 2021November 25, 2021 by Benjamin Anuworakarn We’re well into the second half of the year, and that of course means it’s time for the PowerVR Tools and SDK team to present our second release of the year. Don’t be fooled at how short the highlights are in this article, there’s still a lot of impo...
PowerVR SDK and Tools 21.1 Out Now – including ray tracing simulatordevelopers Benjamin Anuworakarn 14 May 2021 October 10, 2022May 14, 2021 by Benjamin Anuworakarn The sun is starting to come out, people are returning to society, and potentially most exciting; we at DevTech are releasing a new version of the PowerVR SDK and Tools. As always, those who just want the new version straight away, the link is right here: Imagination Develope...
Fun with PowerVR and the BeagleBone Black: Low-Cost Development Made Easydevelopers Benjamin Anuworakarn 25 Feb 2021 April 12, 2022February 25, 2021 by Benjamin Anuworakarn Development boards are cool and the BeagleBone® Black (BBB) is one of the more interesting ones around. This widely available tiny board costs around £35 and will boot Linux is only 10 seconds so anyone interested in development can get stuck in quickly. The Introduction ...
PowerVR SDK and Tools 2020 Release 2 now availabledevelopers Benjamin Anuworakarn 28 Jan 2021 October 10, 2022January 28, 2021 by Benjamin Anuworakarn We all know that 2020 has been quite a challenging year, but we hope you’re doing well. Over the last few months, here in DevTech, we’ve been working hard to get this new release out for you and the time has now come for our second release of the PowerVR SDK and ...
What is PVRTune Complete?developers Benjamin Anuworakarn 10 Aug 2020 October 10, 2022August 10, 2020 by Benjamin Anuworakarn Along with our SDK and Tools, we also have a plethora of other offerings for developers to get the best out of PowerVR-based devices. Today, we’ll be highlighting some of the new features of PVRTune Complete. PVRTune has been one of our most valuable products included ...
Vulkan synchronisation and graphics-compute-graphics hazards: Part IIdevelopers Benjamin Anuworakarn 21 Jul 2020 December 8, 2022July 21, 2020 by Benjamin Anuworakarn Or: How I learned to stop worrying and ping-pong the queues In this article, we are referring to the various problems we encountered when it comes to sandwiching compute tasks during graphics processing in Vulkan®. To find out exactly what we’re talking about be sure ...
Vulkan synchronisation and graphics-compute-graphics hazards: Part Idevelopers Benjamin Anuworakarn 20 Jul 2020 May 11, 2021July 20, 2020 by Benjamin Anuworakarn Vulkan synchronisation scenarios: the use case In modern rendering environments, there are a lot of cases where a compute workload is used during a frame. Compute is generic (non-fixed function) parallel programming on the GPU, commonly used for techniques that are either ch...