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3D Center


PowerVR

Imagination Technologies

Interview mit ImgTec 2003

13. We've noticed some job vacancies lately at ImgTec. Have those spots been filled in the meantime, or are there still open positions?

John: We are always looking for people with the right skills - even if we aren't advertising a specific job.


14. In public announcements recently, there have been notes about ImgTec/PowerVR's interest in re-entering the console market. How do you think your chances look in that department, especially since ATI recently did in fact license solely a graphics core for such an application?

John: We are one of a very small number of graphics companies with a history in this market and we have technologies that are highly relevant.


15. How would you describe relations/contracts with other IHVs in the graphics market? We have a hard time believing it ever gets as hostile as at the end user base.

David: Well we're really nice to everyone!


16. PowerVR is one of only two British graphics IHVs, 3DLabs being the other. The distance between the two companies' headquarters is merely about 50km. Is there any contact between the two companies? We would assume at the very least engineers or other employees know each other?

John: To be frank there's not much contact - maybe we see them at shows and conferences but there are no doubt people who live thousands of miles away that we know better.


17. ImgTec joined several company "alliances" lately, like for instance the recent participation in OCP. What are the benefits for all companies and more specifically ImgTec? (see link here)

John: Standardisation reduces everyone's risk and helps make sure companies' efforts are not going to be wasted. This kind of standardisation has helped the PC develop into the platform it is today and will be equally important in new areas, like mobile devices. By ensuring all the important players in a given market are working and talking together these industry bodies help their target markets to grow and innovate.


18. Could you describe in a rough manner how MBX development started, who built the prototypes that were presented last summer and how it evolved into its current state?

John: MBX development started when we started to see a future need for graphics in low power handheld devices. We worked on it over a number of years, leading initially to the FPGA prototypes we showed last summer.


19. Can we assume that similar development philosophies have been or will be kept for other upcoming products too?

John: Yes.


20. Past claims noted MBX most likely being comparable to a Dreamcast in SoC format. Considering the performance estimates after seeing the product come to life in its 120MHz/13nm iterations, do you feel the target has been met or surpassed?

David: Although there are similarities between the Dreamcast and PowerVR MBX processors, there are also significant differences in terms of resolutions and platforms targeted and the feature-set implemented on MBX. MBX has a wider feature set than the Dreamcast chip and has the potential to provide console level performance on handheld devices with FSAA, texture compression, bump-mapping etc. MBX implementations have the potential to be every bit as powerful as Dreamcast, depending on silicon speed and associated CPU.


21. Is MBX still only available in FPGA format, or are there already real silicon implementations?

John: Silicon will be on show very soon.


22. ImgTec´s contribution to the OpenGL ES development appears to be significant. How will the MBX Vertex Shader fit into the API and will there be any extensions for it in the driver?

John: GL ES 1.0 does not support Vertex Shader programming, but we will be providing extensions to support this in our drivers. We hope that these extensions will be adopted into OGL ES 1.1


23. Will there be a public SDK for MGL?

John: There is an MGL SDK available today, and it only requires a straightforward agreement with IMG.


24. Are there any plans for an MBX website, providing an additional marketing push and improve public awareness about it?

David: We have MBX information available at http://www.powervr.com/Technology.asp and this will be expanded in the upcoming redesign of PowerVR.com

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 Interview mit ImgTec 2003
 5 Seiten
 verfasst von loewe
 Montag - 07.11.2005 - 19:11 Uhr
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