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Measuring the Perception of Latency with a Haptic Glove. VR optics and why IPD means too many things - TomF's Tech Blog.A VR frame's life - Zhang, Palandri, Oculus.Aura for Laura by soopadoopa - Best PS2 demo.Inside the Playstation 2: PS2 Architecture, Graphics Rendering and Programming.Texture and Geometry Syncing PS2 - xgkick.PlayStation 3 Architecture - A Practical Analysis.Arm Mali Bifrost and Valhall OpenCL Developer Guide Version 4.0.Mali-T600 Series GPU OpenCL Developer Guide.Beyond3D Fermi GPU and architecture analysis.Blur - A Bizarre Way to do Real-time Lighting (on SPU).IBM's Maximizing power of Cell - 25 tips.IBM's Cell Programming Tips & Techniques.HPCwire: Will Roadrunner Be the Cell's Last Hurrah?.Apple M1 switch CPU to Intel's memory ordering mode for x86 code - Robᵉʳáµ- Graham on Twitter.The complete guide to PowerVR Rogue GPUs: specifications, features, API support.SNB - SOA cloth simu with Intel's 256-bit Adv Vctr eXt.SNB - Onloaded Shadows: moved from GPU to CPU.SNB - DirectXdev SandyBridge - CPU to compensate GPU.Dead Rising2 X360 - 6000 zombies on screen.Xbox 360 Shaders and Performance: How Not to Upset the GPU.Xbox 360 Architecture - A Practical Analysis.XB1 PS4 optimization of depth tests That Use ReZ/HiZ/Conservative Z Exports - EarlyZ + LateZ = massive gain when significant overdraw / expensive PS.Sony PS4 Pro Checkerboard rendering for 4k upscale-antialiasing.Sony PS4 Pro 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda - Graham Wihlidal.A look at the PowerVR graphics architecture: Tile-based rendering - Imagination Blog.Understanding PowerVR Series5XT TBDR Tile Based Deferred Rendering and architecture efficiency.Bringing AAA Graphics to Mobile Platforms.A trip through the Graphics Pipeline 2011.SwiftShader - Reference implementation and fallback - SIGGRAPH Jul19.Graphics APIs / Platforms - Caleb Cornett, Google Sheets.Table of graphic API status across platforms - Nicolas Lelong on Twitter.Graphics APIs / Platforms - Caleb Cornett.
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