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www.imgtec.com
February 2017
PowerVR Graphics – The GDC Update
© Imagination Technologies The GDC Webinars - 2
Overview
PowerVR GPU Hardware shipping in 2017
XE Series GPUs
XT Series GPUs
PowerVR GPU Software shipping in 2017
What is new ?
Market Trends
Tiling, VR, Vision/AI/Deep Learning, …
Developer Focus
Align your developments with PowerVR
Ray Tracing Update
What we will discuss in this Webinar
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PowerVR GPU Hardware shipping in 2017 Cost Optimised Devices
Best User Experience for a given cost/silicon area budget
Very widely licensed
DTV/STB, Automotive…
But also Mobile Phone & Tablet devices !
Replacing aging OpenGL ES 2.0 SoCs !
First SoC Announcments in March
Many already in silicon now
Not premium/high-end performance
See later Developer Focus slides for tips
High volume devices so high revenue opportunity for developers
PowerVR XE Series GPUs
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PowerVR GPU Hardware shipping in 2017
Performance Optimised Devices
Best User Experience for a given power/thermal budget
Mediatek X30 SoC Launched
PowerVR GT7400 Plus
4 Cluster GPU in 10nm Process Technology
Designed for Vulkan and Google Daydream
OpenCL 2.0 Support for Compute
High sustained GPU performance!
Device on show at GDC on our Booth #532
Devices in Market from Q2 onwards
Start optimising today !
More low-cost XT devices in the pipeline (2 cluster)
PowerVR XT Series GPUs
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PowerVR GPU Software shipping in 2017
Many devices in market using DDK1.4/1.5
Several years old, not showing capabilities of devices
Some devices will upgrade to Android N and will get DDK1.7
PowerVR based Chrome Books
Today using DDK1.6, future upgrade to DDK1.8
New 8XE and 7XT(P) devices all use DDK1.8 or later
Full OpenGL ES 3.2 Support
Vulkan 1.0 Support
Google Daydream Support (selected devices)
Latest Extensions
Best for application compatibility
PowerVR DDK 1.8 Release
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PowerVR GPU Software shipping in 2017
VR Extensions
OVR_Multiview/OVR_Multiview2 – CPU Overhead Reduction
EGL_KHR_mutable_render_buffer – Front Buffer Strip Rendering
OVR_multiview_multisampled_render_to_texture – Quality
EGL_IMG_context_priority – Async Time Warp support
Daydream Extensions
EGL_EXT_protected_content and GL_EXT_protected_textures - DRM
EGL_ANDROID_create_native_client_buffer – Android Window Buffer
EGL_ANDROID_front_buffer_auto_refresh – Android Composition on Refresh
Other Extensions – for details see: www.khronos.org/registry/
Full OpenGL ES 3.2/AEP and Vulkan Support - Compatiblity
EXT_sparse_texture – Texture Paging/Memory Usage
EXT_YUV_target – YUV Read/Write/Conversion (HW Support)
EXT_buffer_storage – Buffer Optimisations/Efficiency
IMG_bindless_texture – CPU Overhead reduction
EXT_float_blend – Blending Support for Float buffers
IMG_conservative_depth – Early Depth Rejection Efficiency
IMG_texture_filter_cubic – Image Quality Option (HW support)
Other Features
Pro-active DVFS using VSync Deadlines – Power Efficiency
OpenCL 2.0 including Shared Virtual Memory (7XTP)
Continued Performance Enhancements
Continued Compatibility Enhancements
PowerVR DDK Overview – Selected Features & Extensions
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GPU Market Trends
Everybody is Tiling… well almost…
Welcoming NVIDIA and AMD to the family
PowerVR delivering best TBDR efficiency since 1996
Vulkan enables many TBDR benefits out of the box
Virtual Reality and Augmented Reality
Power Efficiency focus is a perfect match to PowerVR Design Philosophy
Continued Innovation on Hardware and Software side – as with IMG Priority Extension
Neural Networks and Deep Learning
Software Optimisation work well-advanced, SDK/API to be launched later this year
Hardware Focus on efficiency, maintain GPU Graphics efficiency, launching later this year
Next Generation GPU… No, we haven’t forgotten… details very soon !
PowerVR Roadmap Focus
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Developer Focus
For PowerVR XT Devices
Vulkan is tricky, easy to lose performance – work with our Team
Early testing now on Google Nexus Player (Vulkan Enabled), soon X30 based devices
Daydream tuning – best user experience is critical – work with our Team
X30 devices soon, IMG will provide guidelines and tips as soon as possible
Variability in device specs expected, ensure scalability of features/complexity
For PowerVR XE Devices
Use FP16 for everything, take advantage of the dual execution rate vs. FP32
Using FP32 for vertex shading is OK, but FP16 can also be good enough for many operations
These are lower cost devices – balance your game features versus device capabilities
Scalable effects, user control or mini-benchmark based – we can help !
Avoid white/black lists for devices, if you do make sure the list is server based and regularly updated
!
www.powervrinsider.com and devtech@imgtec.com
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Ray Tracing Update
Unity Progressive LightMap Baking
Shipping in Unity 5.6 Beta
Collaboration Between Unity and
Imagination
Available Now
Unity and Unreal Engine – Ray Tracing in Action
Unreal Engine Prototype
Seamlessly Uses Ray Tracing
Effects
No Need to Modify Games to Benefit
From Ray Tracing
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Call To Action
Plan to support latest PowerVR Devices
Expect steep ramp of devices with PowerVR GPUs in Android Market
X30 and PowerVR 8XE Based Devices – very high volume segments
Add these devices as soon as possible to your QA flow
Work with us if you use a black/white list approach – be ready to add new devices
Contact devtech@imgtec.com if you are struggling to find devices after launch
Here to help on Vulkan and Daydream
Complex to develop and tune for – get in touch if you are struggling or need tips
Support Ray Tracing
The GPU industry has stalled (even PC/Console) just more boring FLOPS/Pixels
Support the next major step of rendering – be vocal about the benefits of Ray Tracing
Developer Platforms available for exciting projects – send proposals to: devtech@imgtec.com
Support PowerVR
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Visit us at GDC Looking forward to meeting you in San Francisco !
At the Expo – Booth #532 01 – 03rd Mar 2017, Moscone Center, San Francisco
Visit the Imagination Technologies booth (#532) at the GDC expo for a personal look at the latest in
mobile graphics and to get your questions answered by our experts.
In the Conference Panel: The Future of VR and Mobile Graphics 14:40-15:40, 28th February: Room 2011 West Hall
This is a panel that will be examining the future of VR and mobile graphics – anything from the near
future to the far future is allowed, wild speculation or solid beliefs. This panel will focus on the
continuing rise of VR, and discuss where it’s heading over the next few years – with particular
attention to mobile. What are the end goals? What new technology is on the horizon? What kind of
future is in store for mobile VR adopters? What will the content be like? We’ll be asking these
questions of our expert panellists to get their take, leading to no doubt some lively debate.
www.imgtec.com
February 2017
PowerVR Graphics – The GDC Update
Confidential