As cheap and power efficient as possible with high enough outputs for dual-screen 4K outputs @ 100Hz or so is what next gen VR-videoclasses are looking for. For "Perfect" solution I expect us to need ~4K for each eye, 10bit HDR colours and just enough pixel shading power to run the warping functions for playback of the video. Shading requirements for just viewing 360 video / still images are low. Real time rendering is not really needed just for this usage.
Maybe we'll soon have GearVR equivalents with integrated screens and without phone functionality, but higher res screens for ~300 units of money, with optimized video and image viewing apps in baked. Sure, they'd be lacking compared to full oculus rifts, but good enough for many content consumption applications. And can be made wireless.
I am looking at the table with the specs and it looks like rebrands from 6 to 7 to 8XE. Are they relly new, or just the old designs with some updated support for OpenGL ES 3.2 and Android Extension Pack / Tessellation? Considering that many mobiles still use the ancient Mali 400, I guess in the mid-low end markets you can keep using the same GPU for many years.
If it wasnt for Apple that bought theirs way in and get exclusive rights over PowerVR gpus in iDevices. There would be more devices with PowerVR GPUs. Now when its known that Apple have been developing theirs own graphics processor for years and time for Imagnation to find new grounds.
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SydneyBlue120d - Monday, February 22, 2016 - link
Is Dolby Vision HDR decoding supported? Thanksjjj - Monday, February 22, 2016 - link
The Helio P20 and the Spreadtrum SC9860 got announced, both went Mali T880 (MP2 and MP4), not great for Imagination.lucam - Monday, February 22, 2016 - link
Exactly...the sad true...every day I am reading news about soc licenses to Mali and Snapdragon and none to Imagination...:(zepi - Monday, February 22, 2016 - link
As cheap and power efficient as possible with high enough outputs for dual-screen 4K outputs @ 100Hz or so is what next gen VR-videoclasses are looking for. For "Perfect" solution I expect us to need ~4K for each eye, 10bit HDR colours and just enough pixel shading power to run the warping functions for playback of the video. Shading requirements for just viewing 360 video / still images are low. Real time rendering is not really needed just for this usage.Maybe we'll soon have GearVR equivalents with integrated screens and without phone functionality, but higher res screens for ~300 units of money, with optimized video and image viewing apps in baked. Sure, they'd be lacking compared to full oculus rifts, but good enough for many content consumption applications. And can be made wireless.
hyno111 - Monday, February 22, 2016 - link
There are already VR headsets with integrated screens and socs (Allwinner A80/Rockchip RK3288). However software support is nearly non-existent.psychobriggsy - Monday, February 22, 2016 - link
GE8300 - at 500MHz this would be 32 single precision GFLOPS according to my calculations.I wonder what the 28nm, 16nm and 14nm footprints for these two designs are.
MikhailT - Monday, February 22, 2016 - link
You forgot to complete or remove this sentence: "At this point the company tells us that"Ryan Smith - Monday, February 22, 2016 - link
Thanks.yannigr2 - Tuesday, February 23, 2016 - link
I am looking at the table with the specs and it looks like rebrands from 6 to 7 to 8XE. Are they relly new, or just the old designs with some updated support for OpenGL ES 3.2 and Android Extension Pack / Tessellation? Considering that many mobiles still use the ancient Mali 400, I guess in the mid-low end markets you can keep using the same GPU for many years.XFire99 - Monday, February 29, 2016 - link
If it wasnt for Apple that bought theirs way in and get exclusive rights over PowerVR gpus in iDevices. There would be more devices with PowerVR GPUs. Now when its known that Apple have been developing theirs own graphics processor for years and time for Imagnation to find new grounds.