Subject: Graphics Cards, Mobile | December 4, 2018 - 03:00 AM | Scott Michaud
Tagged: PowerVR, Imagination Technologies
Imagination Technologies has just launched three new GPUs: the PowerVR 9XEP, the PowerVR 9XMP, and the PowerVR 9XTP. The 9XEP is designed for casual gaming and UI, the 9XMP is designed for mid-level mobile gaming, and the 9XTP is for high-end mobile-and-up.
The press release notes that, with the release of Fortnite and PUBG on mobile platforms, gaming is pushing devices toward larger GPUs. As a result, they have worked on gaming-centric features like anisotropic filtering to improve performance an image quality. They specifically mention a 2x performance boost in anisotropic filtering and a 4x increase in shadow sample performance on the 9XMP.
There’s a lot of segments that these designs cover; check out Imagination’s slides above.
All three of these designs are available now for licensing.
Subject: Graphics Cards, Mobile | December 4, 2018 - 03:00 AM | Scott Michaud
Tagged: series3nx-f, series3nx, PowerVR, neural network, Imagination Technologies, imagination
Imagination Technologies has just announced the Series3NX line of Neural Network Accelerator (NNA) architectures. These products are designs that can be licensed by system-on-a-chip (SoC) manufacturers to include in their designs. The previous design, Series2NX, has seen some design wins, which Imagination claims is “predominantly focused in the mobile and automotive markets”.
Actually, there are two announcements today: Series3NX and Series3NX-F.
The base NNA core is the Series3NX. Their press kit mentions six SKUs: AX3125 with 0.6 trillion operations per second (TOPS), AX3145 with 1.2 TOPS, AX3165 with 2.4 TOPS, AX3185 with 5 TOPS, and AX3195 with 10 TOPs. Multiple of these cores can be integrated at the same time, which allows products with over 160 TOPS of performance. These designs are available now for licensing.
This brings us to the Series3NX-F. This product combines a Series3NX core with a programmable, floating-point processor (based on the latest PowerVR Rogue architecture) and some RAM. This will be available to license in Q1 2019.
Subject: Mobile | September 25, 2017 - 10:45 PM | Scott Michaud
Tagged: Imagination Technologies, deep neural network
Imagination Technologies is known to develop interesting, somewhat offbeat hardware, such as GPUs with built-in ray tracers. In this case, the company is jumping into the neural network market with a Power VR-branded accelerator. The PowerVR Series2NX Neural Network Accelerator works on massively parallel, but low-precision tasks. AnandTech says that the chip can even work in multiple bit-depths on different layers in a single network, from 16-bit, down to 12-, 10-, 8-, 7-, 6-, 5-, and 4-bit.
Image Credit: Imagination Technologies via Anandtech
Imagination seems to say that this is variable “to maintain accuracy”. I’m guessing it doesn’t give an actual speed-up to tweak your network in that way, but I honestly don’t know.
As for Imagination Technologies, they intend to have this in mobile devices for, as they suggest, photography and predictive text. They also state the usual suspects: VR/AR, automotive, surveillance, and so forth. They are suggesting that this GPU technology will target Tensorflow Lite.
The PowerVR 2NX Neural Network Accelerator is available for licensing.
Subject: Graphics Cards, Mobile | September 23, 2017 - 09:59 PM | Scott Michaud
Tagged: Imagination Technologies
Canyon Bridge, a private investment LLC and a believable codename for an Intel processor architecture, has just reached an agreement with Imagination Technologies to acquire most of their company. This deal is valued at £550 million GBP and does not include MIPS Technologies, Inc., which Imagination Technologies purchased on February 8th of 2013.
According to Anandtech, however, MIPS Technologies, Inc. will be purchased by Tallwood Venture Capital for $65 million USD.
The reason why Imagination Technologies is expected to be split in two like this is because purchasing CPU companies places you under national security review with the United States, and Canyon Bridge is backed by the Chinese government. As such, they can grab everything but the CPU division, which lets another party swoop in for a good price on the leftover.
That said, it is currently unclear what either company, Canyon Bridge Capital Partners or Tallwood Venture Capital, wants to do with Imagination Technologies or MIPS Technologies, Inc., respectively. When Canyon Bridge attempted to purchase Lattice Semiconductor last year, they mentioned that they were interested in their FPGAs, their “video connectivity” products (HDMI, MHL, etc.), and their wireless products (60 GHz, etc.). I would assume that they’re just picking up good technology deals, but it’s also possible that they’re looking into accelerated compute companies in particular.
There’s still a few barriers before the sale closes, but it’s looking like we’re not going to end up with Imagination just merging into an existing player or something.
Subject: Graphics Cards, Mobile | June 23, 2017 - 10:45 PM | Scott Michaud
Tagged: Imagination Technologies, imagination, apple, gpu
According to a press release from Imagination Technologies, the group has been approached by multiple entities who are interested in acquiring them. None of these potential buyers have been mentioned by name, however. The press release also makes it clear that the group is only announcing that discussions have started, and that other interested parties can contact their financial adviser, Rothschild, to join in.
It’s entirely possible that nothing could come from these discussions, but Imagination Technologies clearly wants as many options to choose from as possible.
This announcement is clearly related to the recent news that Apple plans to stop licensing technology from them, which made up about half of the whole company’s revenue at the time. The press release states that they are still in dispute with Apple with a dedicated, highly visible, single-line paragraph. As far as I know, Apple hasn’t yet provided proof that they are legally clear of Imagination Technology’s licenses, and the press release claims that they still dispute Apple’s claims.
Hopefully we’ll hear more concrete details in the near future.
Subject: Graphics Cards, Mobile | June 2, 2017 - 02:23 AM | Scott Michaud
Tagged: Imagination Technologies, PowerVR, ray tracing, ue4, vulkan
Imagination Technologies has published another video that demonstrates ray tracing with their PowerVR Wizard GPU. The test system, today, is a development card that is running on Ubuntu, and powering Unreal Engine 4. Specifically, it is using UE4’s Vulkan renderer.
The demo highlights two major advantages of ray traced images. The first is that, rather than applying a baked cubemap with screen-space reflections to simulate metallic objects, this demo calculates reflections with secondary rays. From there, it’s just a matter of hooking up the gathered information into the parameters that the shader requires and doing the calculations.
The second advantage is that it can do arbitrary lens effects, like distortion and equirectangular, 360 projections. Rasterization, which projects 3D world coordinates into 2D coordinates on a screen, assumes that edges are still straight, and that causes problems as FoV gets very large, especially full circle. Imagination Technologies acknowledges that workarounds exist, like breaking up the render into six faces of a cube, but the best approximation is casting a ray per pixel and seeing what it hits.
The demo was originally for GDC 2017, back in February, but the videos have just been released.
Subject: Editorial | April 6, 2017 - 12:57 AM | Alex Lustenberg
Tagged: Z270E, windows 10, relive, podcast, pascal, NVIDA, Mad Catz, Imagination Technologies, ddr5, asus, amd
PC Perspective Podcast #444 - 04/6/17
Join us for an ASUS Z270 Motherboard, NVIDIA Quadro, AMD ReLive, DDR5 and more!
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
- iTunes - Subscribe to the podcast directly through the iTunes Store (audio only)
- Google Play - Subscribe to our audio podcast directly through Google Play!
- RSS - Subscribe through your regular RSS reader (audio only)
- MP3 - Direct download link to the MP3 file
Hosts: Jeremy Hellstrom, Josh Walrath, Allyn Malventano, Ken Addison
Subject: Graphics Cards, Mobile | April 3, 2017 - 06:18 PM | Scott Michaud
Tagged: apple, Imagination Technologies, PowerVR
This morning, Imagination Technologies Group released a press statement announcing that Apple Inc. intends to phase out their technology in 15 to 24 months. Imagination has doubts that Apple could have circumvented every piece of intellectual property, and they have requested proof from Apple that their new solution avoids all patents, trade secrets, and so forth. According to Imagination’s statement, Apple has, thus far, not provided that proof, and they don’t believe Apple’s claims.
On the one hand, it makes sense that Apple would not divulge their own trade secrets to their current-partner, soon-competitor until it’s necessary for them to do so. On the other hand, GPUs, based on previous stories, like the Intel / NVIDIA cross-license six years ago, are still a legal minefield for new players in the industry.
So, in short, Apple says they don’t need Imagination anymore, but Imagination calls bull.
From the financial side of things, Apple is a gigantic chunk of Imagination’s revenue. For the year ending on April 30th, 2016, Apple contributed about £60.7 million GBP (~$75 million USD in today’s currency) to Imagination Technology’s revenue. Over that same period, Imagination Technology’s entire revenue was £120.0 million GBP ($149.8 million USD in today’s currency).
To see how losing essentially half of your revenue can damage a company, I’ve included a screenshot of their current stock price (via Google Finance... and I apologize for the tall shot). It must be a bit scary to do business with Apple, given how much revenue they can add and subtract on a moment’s notice. I’m reminded of the iPhone 6 sapphire glass issue, where GT Advanced Technologies took on a half-billion dollars of debt to create sapphire for Apple, only to end up rejected in the end. In that case, though, Apple agreed to absolve the company of its remaining debt after GT liquidated its equipment.
As for Apple’s new GPU? It will be interesting to see how it turns out. Apple already has their own low-level graphics API, Metal, so they might have a lot to gain, although some macOS and iOS applications use OpenGL and OpenGL ES.
We’ll find out in less than two years.
Subject: General Tech | March 22, 2016 - 02:39 PM | Jeremy Hellstrom
Tagged: apple, Imagination Technologies, rumours
Various sites have been abuzz this morning with rumours of Apple seeking to acquire the manufacturer of the PowerVR graphics chips they utilize, Imagination Technologies. Apple has now flatly denied this rumour; which means simply that they have denied that they are making an offer at this time. That makes sense regardless of the truth of the rumour, driving up the stock price makes the acquisition more expensive for Apple so a public denial makes financial sense whether they do plan to buy the company in the future.
It does make some sense to own your hardware provider and their patents, but it is not as advantageous as it once was. Many companies have found outsourcing their manufacturing to make more sense financially, preferring to buy out competitors to gain market share and patents instead. We will keep an eye out for any new developments but it does not seem likely that we will see a deal go through in the near future.
"From time to time, Apple talks with companies about potential acquisitions. We had some discussions with Imagination, but we do not plan to make an offer for the company at this time."
Here is some more Tech News from around the web:
- Andy Grove has passed on @ Intel
- TSMC likely to raise 2016 capex @ DigiTimes
- How To Test Solid State Drive Health with GNOME Disks @ Linux.com
- iOS 9.3 now available for iPhones and iPads with CarPlay and Night Shift updates @ The Inquirer
- iOS flaw exploited to decrypt iMessages, access iThing photos @ The Register
- Google slings critical patch at exploited Linux kernel root hole @ The Register
- Intel in 3D and virtual reality dash @ The Register
- OLEDs benefit from organic electron injection material @ Nanotechweb
- Smanos W020i WiFi Alarm System Review @ NikKTech
- 5 Wide and Tall Monitors with Hacked Bezels for Wall of Awesome @ Hack a Day
- Wine Makes It Possible To Run Vulkan Windows Programs On Linux @ Slashdot
- AIDA64 v5.70 released
Subject: Graphics Cards, Mobile, Shows and Expos | February 23, 2016 - 08:46 PM | Scott Michaud
Tagged: raytracing, ray tracing, PowerVR, mwc 16, MWC, Imagination Technologies
For the last couple of years, Imagination Technologies has been pushing hardware-accelerated ray tracing. One of the major problems in computer graphics is knowing what geometry and material corresponds to a specific pixel on the screen. Several methods exists, although typical GPUs crush a 3D scene into the virtual camera's 2D space and do a point-in-triangle test on it. Once they know where in the triangle the pixel is, if it is in the triangle, it can be colored by a pixel shader.
Another method is casting light rays into the scene, and assigning a color based on the material that it lands on. This is ray tracing, and it has a few advantages. First, it is much easier to handle reflections, transparency, shadows, and other effects where information is required beyond what the affected geometry and its material provides. There are usually ways around this, without resorting to ray tracing, but they each have their own trade-offs. Second, it can be more efficient for certain data sets. Rasterization, since it's based around a “where in a triangle is this point” algorithm, needs geometry to be made up of polygons.
It also has the appeal of being what the real world sort-of does (assuming we don't need to model Gaussian beams). That doesn't necessarily mean anything, though.
At Mobile World Congress, Imagination Technologies once again showed off their ray tracing hardware, embodied in the PowerVR GR6500 GPU. This graphics processor has dedicated circuitry to calculate rays, and they use it in a couple of different ways. They presented several demos that modified Unity 5 to take advantage of their ray tracing hardware. One particularly interesting one was their quick, seven second video that added ray traced reflections atop an otherwise rasterized scene.
It was a little too smooth, creating reflections that were too glossy, but that could probably be downplayed in the material ((Update: Feb 24th @ 5pm Car paint is actually that glossy. It's a different issue). Back when I was working on a GPU-accelerated software renderer, before Mantle, Vulkan, and DirectX 12, I was hoping to use OpenCL-based ray traced highlights on idle GPUs, if I didn't have any other purposes for it. Now though, those can be exposed to graphics APIs directly, so they might not be so idle.
The downside of dedicated ray tracing hardware is that, well, the die area could have been used for something else. Extra shaders, for compute, vertex, and material effects, might be more useful in the real world... or maybe not. Add in the fact that fixed-function circuitry already exists for rasterization, and it makes you balance gain for cost.
It could be cool, but it has its trade-offs, like anything else.