# UBOs on PowerVR

**URL:** <https://forums.imgtec.com/t/ubos-on-powervr/2421>\
**Category:** PowerVR Insider\
**Created:** [January 21, 2016, 7:23pm UTC](https://forums.imgtec.com/t/ubos-on-powervr/2421 "2016-01-21T19:23:20Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![dark\_photon](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/dark_photon/32/224_2.png) [@dark\_photon](https://forums.imgtec.com/u/dark_photon)\
**Post date:** [January 21, 2016, 7:23pm UTC](https://forums.imgtec.com/t/ubos-on-powervr/2421/1 "2016-01-21T19:23:20Z")

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Just wanted to check that the advice on avoiding changes to the content of buffer objects used by in-flight batches applies to Uniform Buffer Objects (UBOs) as well. That is to avoid draw thread CPU stalls on update.

I’m assuming yes, but just wanted to be sure there was no special handling for UBO updates.

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**Author:** ![szhipeng](https://avatars.discourse-cdn.com/v4/letter/s/ce73a5/32.png) [@szhipeng](https://forums.imgtec.com/u/szhipeng)\
**Post date:** [January 27, 2016, 3:43am UTC](https://forums.imgtec.com/t/ubos-on-powervr/2421/2 "2016-01-27T03:43:48Z")

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Hi Dark\_Photon,  
The simple answer is YES.  
APIs Support Information as following:  
OpenGL ES 1.x: Not exposed  
OpenGL ES 2.0: IMG\_uniform\_buffer\_object  
OpenGL ES 3.0: Core  
So we recommend to use UBOs with OpenGL ES 3.0 APIs.

Thanks,  
Kevin

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<div class="post-metadata">

**Author:** ![dark\_photon](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/dark_photon/32/224_2.png) [@dark\_photon](https://forums.imgtec.com/u/dark_photon)\
**Post date:** [January 27, 2016, 3:25pm UTC](https://forums.imgtec.com/t/ubos-on-powervr/2421/3 "2016-01-27T15:25:46Z")

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Thanks kevin. I will avoid their use (except in cases where I can avoid updating them for 2-3 frames).
