imagination

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  • Engadget

    Apple will license Imagination's graphics tech once again after public spat

    by 
    Georgina Torbet
    Georgina Torbet
    01.02.2020

    The new year is a time to kiss and make up, and Apple and Imagination are taking that to heart. After months of public spats, chipmaker Imagination Technologies has been welcomed back into the Apple fold with the announcement of a new multi-year license agreement for Apple to use its intellectual property.

  • Engadget

    Splitting up with Apple is a chipmaker's nightmare

    by 
    Daniel Cooper
    Daniel Cooper
    05.04.2017

    Apple is such a powerful company that, for third-party suppliers, it's hard not to become reliant on the cash that it pays you. But when Apple says that it's done, choosing to move whatever technology you provide in house, the results can be really painful.

  • China's Allwinner also has an octa-core chip, touts powerful graphics

    by 
    Richard Lai
    Richard Lai
    02.25.2014

    Samsung, MediaTek, Huawei and even Qualcomm are now in the octa-core SoC game, but there's always space for more. The latest member is China's Allwinner Technology, who's best known for making the chipsets inside many low-end devices. Like most of its competitors, Allwinner's UltraOcta A80 silicon (pictured above on a development board) uses ARM's big.LITTLE heterogeneous multi-processing design, meaning it can simultaneously run on all eight cores -- four low-power Cortex-A7 and four high-end Cortex-A15. The chip also features Imagination Technologies' 64-core PowerVR G6230 GPU, which promises to deliver "a twofold increase in graphics" performance when compared to Allwinner's previous flagship SoC, the A31 series. We'll spare you from all the nitty-gritty, but you can learn more in the source links below. Expect to see the UltraOcta A80 in affordable devices "in the next few months."

  • The Daily Grind: Do you really want MMO innovation?

    by 
    Jef Reahard
    Jef Reahard
    08.16.2012

    Sony Online Entertainment's new SOEmote feature debuted in EverQuest II last week, and you could almost hear the yawns from the game's core community. While our own Karen Bryan was willing to give the feature an objective go, most of the EQII vets I know have been disinterested at best and downright hostile due to the "wasted development time" at worst. SOEmote's mixed reception was both predictable and irritating, as it often seems to me like MMO gamers cry for innovation out of one side of their mouths and decry it from the other side on those rare occasions when it happens. Granted, SOEmote isn't a combat- or endgame-focused innovation, but isn't that the point? Shouldn't MMO devs be spreading their creative wings and giving us new things to do that aren't the same old hotbar-spamming gear grind? So how about it, morning crew -- do you just want more progression, or do you really want MMO innovation (and if so, what kind)? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Imagination goes 'all out' with bigger PowerVR graphics cores: the G6230 and G6430

    by 
    Sharif Sakr
    Sharif Sakr
    06.15.2012

    Imagination Technologies has launched two new variants of its Series6 "Rogue" GPU, giving manufacturers more choice for the loadouts of next-gen mobile devices, TVs and dash systems. The PowerVR G6230 and G6430 differ from the earlier Series6 cores in one single respect: they're bigger, which means they're designed for those who want to go "all out" for better performance. At this point it's not clear just how much extra juice they'll deliver, but in general the Rogue architecture is all about being "scalable" -- Imagination can simply add more "compute clusters" to boost frame rates at the expense of power consumption and it says "further cores will be announced" that will extend the eye-candy possibilities even further.

  • Glitch swaps out XP for imagination, tweaks UI

    by 
    Jef Reahard
    Jef Reahard
    05.03.2012

    It's a happy day if you've been yearning to scratch that browser-based sandbox itch. Yes, Glitch has returned with an overhauled user interface and the new imagination system. What the heck is imagination? Well, glitches now have imagination (iMG) instead of XP. You gain iMG by questing, crafting, and collecting (i.e., by playing the game), and you can spend it on upgrades and various other gizmos still in the works. In short, iMG allows you to "create, grow, and customize the world and your character." It also serves as a nifty way of explaining new game abilities as opposed to boring old XP. TinySpeck has authored a FAQ on the imagination changeover. Give it a read-through before you log in, as both the level curve and your character's accumulated XP have undergone significant changes. [Thanks to Halldorr for the tip!]

  • The Game Archaeologist plays with MUDs: Your journeys, part 2

    by 
    Justin Olivetti
    Justin Olivetti
    05.03.2011

    This is the end, my only friend, the end. Of our elaborate plans, the end. Of everything that MOOs, the end. No safety or aggro radius, the end. Man, listening to The Doors early in the morning does not put you in a happy state of writing, let me tell you! In any case, we've extended our MUD/MU* month here on the Game Archaeologist Channel to include a few more first-hand testimonies of Massively readers' favorite text-based MMOs. As much as anything else we've talked about in this column, it's vital that we not forget the roots from which our current MMOs were born nor neglect to take the opportunity to expose a whole new generation to a graphically simpler but textually richer experience. So let's kick the tires and light the fires of nostalgia as we talk with five of the baddest MUDders you'll ever know!

  • Imagination Technologies' PowerVR SGX543MP2 really is faster, better, stronger (video)

    by 
    Christopher Trout
    Christopher Trout
    03.03.2011

    You may have heard of the PowerVR SGX543MP -- you know, the GPU behind Sony's NGP and possibly on its way to the iPad 2 and iPhone 5 -- but chances are, you've yet to see it working up close. Well, feast your graphics-hungry eyes on this: that's Rightware's Tai Chi benchmark running on a tellingly sheathed device at GDC 2011, working the MP2 (dual-core) iteration of the processor, and that fine smartphone to its right is the Nexus S, sporting the PowerVR SGX540 you've come to know and love. As you can tell, Imagination Technologies' promises of 4X the performance aren't just baseless boasts -- the lady on the left moves with grace and fluidity, while her counterpart on the right is all sorts of herky-jerky. Think that's fast? Check out what the GPU can do with two more cores. Sean Hollister contributed to this report.

  • Anti-Aliased: What happened to building worlds

    by 
    Seraphina Brennan
    Seraphina Brennan
    10.22.2010

    I hope you guys have taken the time to check out our GDCO coverage, specifically our interview with Richard Bartle. If there's anything that has really been on my mind for these past weeks, it's been that. Dr. Bartle's approach to MMOs is very similar to my own personal approach to MMOs: these are games, but they are also worlds. And it's been that line of thinking that has lead me to today's column. What happened to creating worlds in our games? Now, I'm not saying that our games don't include vast settings for us to explore. All of our MMOs include some great settings, but they seem to fall flat anymore. Instead of focusing on how players can interact with the world and each other, many developers are focused on creating the coveted "theme park" environment. We have worlds filled with pre-planned obstacles and challenges that rarely change and evolve over time, instead of allowing players to interact with the world and vice-versa. So, with all of our new knowledge on how games work, what's stopping us from tackling the challenges we used to tackle regularly? How can we make world building and sandbox practices approachable? How can we re-ignite the creative fire?

  • Goozex kicks off half-price sale

    by 
    Justin McElroy
    Justin McElroy
    02.04.2010

    For far too long, Joystiq has brought you stories of sales applicable only to certain games. But finally we can bring word of a bargain limited only by ... your imagination. That's because game trading site Goozex is offering 1000 points of its currency for just $27.50. Those of you familiar with the site know that 1,000 points is the price reserved for the newest games, meaning you'll be able to pick up nearly brand new releases for a little over $25. Or, you can buy Another World three times. Imagination! [Thanks, Cole]

  • Imagination Technologies announces new mobile GPU, casually glances in Apple's direction

    by 
    Donald Melanson
    Donald Melanson
    01.08.2010

    A company partly owned by Apple announcing a new mobile GPU? Nah, can't be anything there. But just in case you're curious, Imagination Technologies has now let out word about its new PowerVR SGX545 mobile GPU, which just might, possibly be a candidate for a future iPhone (or... something else). Among other things, it adds full support for OpenGL 3.2 and OpenCL 1.0, promises to pump out an 40 million polygons per second at 200MHz, and promises to handle high definition resolution and high frame rates with ease. Hit up the link below for the complete rundown.

  • Star Wars Galaxies celebrates over 3 million player created quests

    by 
    Seraphina Brennan
    Seraphina Brennan
    11.20.2009

    Player created quests are the hot trend right now, and Star Wars Galaxies is right there with it. Since the creation of the Chronicle Master system, over 3 million quests have been created by the always active Star Wars Galaxies community. Way to go guys! Oh, and did we mention that the system has only been available for under a month? No? Well, we did now. And, to kill two topics with one post, Star Wars Galaxies has gone on sale this weekend on Steam. You can get the complete collection of the game for only $10 instead of the usual $20. While the game is certainly a little dated, the community is truly proving that it's worth the $10 cost. You're going to get immersed in a lot of imagination for that small sum of money.

  • Scientists study how the brain thinks about virtual avatars

    by 
    Mike Schramm
    Mike Schramm
    11.06.2009

    This is fascinating stuff to think about over the weekend -- New Scientist has an article (sent to us by quite a few readers -- thanks!) about how we perceive our virtual selves in video games like World of Warcraft. A group of scientists at Dartmouth University hooked a few WoW players up to an MRI recently, and they found that when asked to describe themselves and their virtual avatars, the same areas of the brain activated -- areas normally suited to "self-reflection and judgement." In other words, you think about your avatar the same way you think about yourself. They found nearly no difference in the way the brain activated when subjects considered themselves and their avatars. But when you make the split between virtual and real worlds (including your friends in both), the brain's center for imagination tends to light up whenever you consider the virtual world. You've got the normal parts of your brain working when thinking about yourself or others, but when you add in the virtual component, the imagination center lights up as well.

  • Intel buys a little more Imagination, says it might want it all

    by 
    Nilay Patel
    Nilay Patel
    12.23.2008

    Man, that PowerVR mobile graphics core must be some hot stuff -- hot on the heels of Apple's $5M investment into developer Imagination Technologies, Intel's upped its own investment in the company to 3.04 percent. That's not quite as much as Apple's 3.6 percent stake, but Intel seems ready to commit -- it also filed a statement with the London Stock Exchange saying it might try and acquire all of Imagination if it thinks another company is on the prowl. Of course, Apple and Intel are like, besties, so maybe it'll all work out, but we'll see whose letter jacket Imagination shows up to homeroom in next week.

  • Imagination Technologies said to have signed on with Sony for PSP successor

    by 
    Donald Melanson
    Donald Melanson
    11.26.2008

    Well, this is certainly interesting. While Imagination Technologies itself isn't going any further than to say that it has signed a licensing deal with a "major international consumer electronics company," EETimes.com is reporting that the company in question is, in fact, Sony, and that the deal concerns Imagination's PowerVR architecture being used in the successor to the PSP. More specifically, according to EETimes' unnamed sources, the PSP 2 will be using Imagination's SGX55x core, which itself, of course, still hasn't been officially announced either. As EETimes notes, if that turns out to be the case, it would certainly be quite the coup for Imagination, especially considering that its PowerVR MBX technology has already found its way into the iPhone, among other devices.[Via EETimes.com, thanks Rob E]

  • Paralyzed man walks in Second Life

    by 
    Shawn Schuster
    Shawn Schuster
    06.03.2008

    Move over gamepads, joysticks, dancepads, keyboards, mice and plastic guitars with whammy bars; the future of game control is here. According to a recent experiment, Japanese researchers have successfully manipulated a virtual internet character in Second Life through the use of one patient's imagination only.The 41-year old paralyzed patient was able to walk through the game and talk with other players in the first-ever recorded instance of something like this in a virtual world. By wearing headgear containing three electrodes, his brain waves were able to be monitored enough to allow the thought of himself walking to actually happen in the virtual world. If we carry this a few steps further, how long will it be before our complete thoughts will be able to translate onto a screen? Sure it's fun in an online virtual world, but imagine the possibilities beyond that. Thought police, anyone?

  • Why we solo

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    04.18.2008

    Lauren of the Mystic Worlds Blog has a new post up called "Why we Solo in MMOs," offering her perspective on why, over many years and many MMOs, she has always tended to ignore the grouping game and instead go it alone. While I'm not against grouping at all -- I was very active in the 40 man raid game, and tend to run Heroics around once a week and Karazhans around 1.5 times a week across my 3 70s -- I've always felt that the solo game has a valid spot in MMORPGs, and I've often indulged in it myself. In fact, I'd bet that most WoW players do so on a regular basis these days, whether leveling up or doing their dailies. She rattles off the usual list of reasons for going solo -- having a weird schedule, needing to take frequent "real life" breaks, not having enough time to go LFG for a dungeon, unwillingness to deal with the infamous horrible PuG group -- then takes it a step further. She believes that many people use these types of statements as excuses or defense against people who can't understand why they wish to solo in a multiplayer game, or actively flame them for it, and that the real reasons are a lot less complicated.

  • Crackwhip, your source for MUD-style D&D gameplay

    by 
    Akela Talamasca
    Akela Talamasca
    03.31.2008

    One of the greatest things about the Web is that there's no such thing as obsolescence. Anything you have ever loved is out there, somewhere, waiting for you to find it and love it again. Such is the case with old-school MUDs, where virtually everything, from gameplay to character creation, is text-based. Well, the creators of Crackwhip have been missing those days, so they've brought the glory back with their browser-based text adventure. Alongside the text you'll find simple graphics that represent objects, areas, and characters from the game. Additionally, these guys understand addiction -- from the press release: 'Want to play CrackWhip at work? No problem; at the top there are check boxes, uncheck these to turn graphics off, this way your computer screen will not reveal graphics as you quest for glory and coinage at your place of work.' Ironically, of course, those of us with jobs that are somewhat graphics-rich will be firing off a huge flare when our supervisors see a text-only screen.Regardless, if you've been pining for the days of yore and want to return to a time when imagination was the killer app, check out Crackwhip.

  • WoW is a Work of Art, part 1: A journey into Azeroth

    by 
    David Bowers
    David Bowers
    09.03.2007

    The day I walked into the store to buy World of Warcraft, I had been taking care of my mother as she underwent chemotherapy for brain cancer, and I desperately needed something to do that wasn't cooking, cleaning, sorting pills, or running errands. I needed something that would connect me with people while at the same time letting me stay at home and care for someone I loved.When I picked up a box with a pretty, yet severe night elf woman's face on the cover, I wasn't thinking, "I want to get to level 60 and start raiding Molten Core for epic gear!" or even "I'm going to be a PvP god!" Instead, I was hoping to create characters with a personal background, with feelings and ideas all their own, and act them out in an imaginary world where no one knew who I really was, a world in which our purpose was to share creatively and interact as a team, not to make money or exchange gossip.In short, I wanted to roleplay. But what I got was something much more than even a roleplaying experience, more than me and my characters, more than an endless stream of quests and rewards, experience and reputation, monsters and loot. I found myself in a world filled with its own people -- real people -- and a series of problems for these people to overcome together in order to progress and travel even deeper into this world. At every stage, I found something new opening up to me, whether it was access to more abilities of my own, more ways to interact with others, more vast landscapes to please my eye, or more stories to capture my imagination.

  • What makes WoW succeed where others have failed?

    by 
    David Bowers
    David Bowers
    07.21.2007

    WoW is one of those games that captures your imagination and draws you in again and again. Even many of the people who quit WoW don't stop reading or thinking about it. It lasts in the imagination long after you've let it go.Gaston at Not Addicted has noticed this too. In order to find out why, he compares WoW with some of its predecessors in the MMO genre. Reading through his descriptions of these other games, I wondered what in the world were their designers thinking putting in features that just kept people out instead of drawing them in. Long waiting times between battles? Impossibly long leveling grinds? A mapless terrain with no means of quick travel? It shouldn't take a brilliant game designer to figure out that these would not be popular features.Blizzard has certainly improved on things a bit. But what really makes for the difference? Gaston says that the reason we keep coming back to WoW is because of "instant gratification." "Most people," he says, "can get a WoW fix in just a couple of hours and usually have some small reward to show for their minimal efforts. Factor in an extremely lax death penalty and you have a slap-happy lollercoaster ride that dishes out free levels like bank lollipops."Perhaps he's just saying this in comparison to the other games, but I think there's something more in WoW. There's a real sense of story and progress, with dynamic changes and climactic achievements that draw you in and never let you go. For me, WoW is something like a favorite story (like Lord of the Rings) a favorite challenge (like chess) and a favorite coffee house (a space to sit down and spend time with friends) all in one. I certainly don't think of it as a "fix" I can get in just a couple hours. But who knows? Maybe WoW is just the first game of its sort to come along without glaring design flaws built right in from the beginning?