Although the PowerVR Graphics SDK is designed and optimised for PowerVR graphics hardware, all example applications should run on other vendors GPUs. SDK applications that require extensions have code paths to exit cleanly or use a fall-back technique if the extension is not available (warnings will be printed to the standard output of the OS when these code paths are taken).
If PVRTC texture compression is not supported by the target GPU, the SDK will fall-back to decompressing the image to 32 bits per pixel and using the newly decompressed image instead. This does mean that there will be a run-time decompression cost for each PVRTC texture and that memory bandwidth use for the texture will be significantly higher (16 or 8 times higher for 2 bits and 4 bits per pixel PVRTC, respectively).
As we do not control the other GPU architectures, we cannot support problems in our SDK’s applications that are specific to another vendors GPU. However, if a bug is encountered that may also affect PowerVR based devices, we can investigate the issue further.
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