The complete guide to PowerVR Rogue GPUs: specifications, features, API support

While writing the conclusion for the article announcing OpenGL® ES 3.1 conformance for PowerVR Rogue GPUs, I suddenly realized that we now have more than ten apps processors using PowerVR Rogue GPUs; this includes various configurations of dual or quad-cluster PowerVR Series6 graphics processors.

Therefore, I came up with this idea of offering a bite-sized blog post that summarizes our current line-up of GPUs. You can use the menu below to navigate between our GPU families:

This article is meant to offer you a comprehensive look at the specifications, features and API support for the PowerVR Rogue family. I highly recommend you add it to your bookmarks and come back from time to time because I will continue updating it when we announce next-generation GPUs.

If you want a better understanding of the internal architecture of the USC (Unified Shading Cluster), please read Rys’s expose (Graphics cores: trying to compare apples to apples) and check out Imagination’s PowerVR Rogue Architecture Explored (lots of diagrams included), an in-depth review from Ryan Smith at Anandtech.

For those of you who want to query this information in code, Joe Davis from our Developer Support team has uploaded a C++ helper function to GitHub that takes a PowerVR Rogue model number string as input (e.g. an OpenGL ES GL_RENDERER string) and outputs a structure of basic hardware capabilities. Try it out on a mobile device that has a PowerVR GPU and let us know what you think we should add or improve.

In summary, our PowerVR Rogue graphics architecture brings a number of unique features designed to improve overall system performance, lower power consumption and reduce memory bandwidth:

  • Scalar processing to achieve the highest utilization of ALUs and ease graphics programming
  • PVR3C™ triple compression: a combination of lossy texture compression (PVRTC and ASTC), lossless image compression (PVRIC) and lossless geometry compression (PVRGC) techniques to reduce memory bandwidth
  • PowerGearing™ to manage different power consumption levels and balance overall SoC power consumption
  • A mix of FP32 and FP16 ALUs for high-precision/low-power computing.

There are currently three families of GPUs based on the PowerVR Rogue architecture (see the roadmap below); the tables that follow describe how the features above map to each GPU.

PowerVR Rogue GPUs - Graphics IP roadmap

PowerVR Series6XT GPUs: ultra-high performance, ultimate feature set

Introduced at CES 2014: press release | blog article

PowerVR GPU No. of USCs No. of ALUs Texture compression Frame buffer compression Geometry compression
GX6240 2 64 (FP32)
128 (FP16)
PVRTC1/2
ETC1/2
BC1/2/3
- PVRGC
GX6250 2 64 (FP32)
128 (FP16)
PVRTC1/2
ASTC (LDR + HDR)
ETC1/2
BC1/2/3
PVRIC2 PVRGC
GX6450 4 128 (FP32)
256 (FP16)
PVRTC1/2
ASTC (LDR + HDR)
ETC1/2
BC1/2/3
PVRIC2 PVRGC
GX6650 6 192 (FP32)
384 (FP16)
PVRTC1/2
ASTC (LDR + HDR)
ETC1/2
BC1/2/3
PVRIC2 PVRGC

API support*: OpenGL ES 1.1/2.0/3.1, OpenGL 3.3, OpenCL 1.2 EP, RenderScript, DirectX 10_0

^Go back to the main menu

PowerVR Series6 GPUs: performance efficiency and a balanced feature set

Introduced at CES 2012: press release

PowerVR GPU No. of USCs No. of ALUs Texture compression Frame buffer compression Geometry compression
G6200 2 64 (FP32) PVRTC1/2
ETC1/2
BC1/2/3
- PVRGC
G6230 2 64 (FP32)
96 (FP16)
PVRTC1/2
ETC1/2
BC1/2/3
PVRIC PVRGC
G6400 4 128 (FP32) PVRTC1/2
ETC1/2
BC1/2/3
- PVRGC
G6430 4 128 (FP32)
192 (FP16)
PVRTC1/2
ETC1/2
BC1/2/3
PVRIC PVRGC
G6630 6 192 (FP32)
288 (FP16)
PVRTC1/2
ETC1/2
BC1/2/3
PVRIC PVRGC

API support: OpenGL ES 1.1/2.0/3.1, OpenGL 3.3, OpenCL 1.2 EP, RenderScript, DirectX 10_0

^Go back to the main menu

PowerVR Series6XE GPUs: OpenGL ES 3.1 for everyone!

Introduced at CES 2014: press release | blog article

PowerVR GPU No. of USCs No. of ALUs Texture compression Frame buffer compression Geometry compression
G6050 1/2 16 (FP32)
32 (FP16)
PVRTC1/2
ETC1/2
BC1/2/3
- -
G6060 1/2 16 (FP32)
32 (FP16)
PVRTC1/2
ETC1/2
BC1/2/3
PVRIC2 -
G6100 1 32 (FP32)
64 (FP16)
PVRTC1/2
ETC1/2
BC1/2/3
- PVRGC
G6110 1 32 (FP32)
64 (FP16)
PVRTC1/2
ETC1/2
BC1/2/3
PVRIC2 PVRGC

API support*: OpenGL ES 1.1/2.0/3.1, OpenGL 3.2, OpenCL 1.2 EP, RenderScript, DirectX 9_3

^Go back to the main menu

PowerVR Wizard ray tracing GPUs: interactive cinematic realism for mainstream devices

Introduced at GDC 2014: press release | blog article

PowerVR GPU No. of USCs No. of ALUs Texture compression Frame buffer compression Geometry compression Ray tracing performance at 600 MHz
GR6500 4 128 (FP32)
256 (FP16)
PVRTC1/2
ASTC
ETC1/2
BC1/2/3
PVRIC2 PVRGC 300 million rays per second
24 billion node tests per second
100 million dynamic triangles per second

API support*: OpenGL ES 1.1/2.0/3.1, OpenGL 3.3, OpenCL 1.2 EP, OpenRL 1.x, RenderScript, DirectX 9_3

^Go back to the main menu

I hope that this article provides a useful overview of our PowerVR Rogue GPUs. If you have any questions, please don’t hesitate to use the comment section below.

For the latest news and announcements on PowerVR graphics, GPU compute and ray tracing, follow us on Twitter (@ImaginationPR, @PowerVRInsider, @PowerVR_RT, @GPUCompute) and keep coming back to the blog.

Editor’s Note

* All PowerVR Rogue GPUs are based on published Khronos specifications and are expected to pass the Khronos Conformance Testing Process. PowerVR Series6 GPUs have already passed the Khronos Conformance Testing Process. Current conformance status can be found at www.khronos.org/conformance.

OpenGL is a registered trademark and the OpenGL ES logo is a trademark of Silicon Graphics Inc. used by permission by Khronos.

OpenCL and the OpenCL logo are trademarks of Apple Inc. used by permission by Khronos.

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  • tubby_glossop

    Thanks Alex, informative article. Looking forward to series 7 “gluttony”! Or will it be “sloth”?

  • http://withimagination.imgtec.com/index.php/author/alexvoica Alexandru Voica

    Haha, good one! I think we’ll be sticking with Rogue for the moment but I’m sure David Fincher approves of your suggestions.

  • http://www.pixel.io/ Allan MacKinnon

    Excellent.

    It would be great to also know the local memory and register file sizes.

    I just want to know what’s in the box.

  • Jack Bauer

    Didn’t the boss say we will get to hear about series 7 by year end.

  • http://withimagination.imgtec.com/index.php/author/alexvoica Alexandru Voica

    Yes, he did. It’s still July, there’s plenty of time left.

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  • http://withimagination.imgtec.com/index.php/author/alexvoica Alexandru Voica

    Your Brad Pitt is amazing. I’ve asked the guys to reply.

  • http://rys.pixeltards.com/ Rys Sommefeldt

    Hi Allan,

    We expose 16KB of programmer addressable local memory where the API permits. As for the RF size, it’s core dependent and a healthy size. We scale back number of threads in flight depending on temp allocation in the USC program.

    Rys

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  • LM

    Hi Alex,
    What about the PowerVR GR6500? Where is it? And at which level performance is placed at comparing with the other ones?
    Cheers
    LM

  • http://withimagination.imgtec.com/index.php/author/alexvoica Alexandru Voica

    Good point, I guess I should add that in even though it is part of the Wizard family (the tables above are Rogue-only).

    Come back later today and you will see it included.

    Regards,
    Alex.

  • http://withimagination.imgtec.com/index.php/author/alexvoica Alexandru Voica

    I’ve now updated the article to include ray tracing GPUs too.

  • LM

    Thank you! :)

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  • krishfr1

    How much gigaflops hexa-core PowerVR Series6XT GPU delivers