Then why don't you come out and say
exactly what you claim they licensed and when? I'm not interested in playing games, here. The information I provided says they licensed
whole PowerVR GPUs for their Atom-based products, and that's it. If you know differently, I'd like to know about it and what are your sources.
Patents are not a design. Licensing patents only give you a right to use certain techniques. You still have to implement them by creating your own hardware design, unless you
also license the design. In that case, it's primarily the implementation you're licensing and the patent rights come along with it.
That's like saying CPU cores are just some registers and ALUs stuck together. If it's so simple, why is Intel having so much difficulty at it? Why has no one else managed to successfully enter such a lucrative market before them, in the past 20 years?
Have you ever written a graphics program using an API like OpenGL or Direct 3D? I have, and those APIs are orders of magnitude more complex than anything else I've ever used. GPUs have literally their own programming languages (HLSL or GLSL) for the code that runs on the GPU, and a very complex API for managing the resources and data structures and chaining together the shader code. You need teams of people to write and maintain those APIs and tools, as well as to port them to new hardware incarnations and optimize them for new games. And that was before raytracing and AI acceleration came onto the scene.
Remember how long it's taken the mighty Intel, just to optimize that software for its Alchemist GPUs, in spite of already having implemented and optimized it for their iGPUs over many years. Did you not read about how poorly the MTT S80 runs, in spite of using a hardware design licensed from Imagination? Probably most of that is down to software.
Although it might seem straight-forward to build a GPU, did you notice how long it's taking the 10 different GPU efforts in China to mount a credible threat to AMD and Nvidia, in spite of the fact that both AMD and Nvidia had design centers in Shanghai for like 15 years, which means there must be hundreds or thousands of Chinese engineers with first-hand knowledge about at least
some aspects of GPU design?
To give you an idea of just how much complexity you're referring to as "building blocks", here's the 234-page GLSL specification for programs that have to run
efficiently on a GPU:
Here's the 281-page data format specification:
Here are the 829-page OpenGL core profile and 1027-page compatibility profile specifications:
Here's an index of the 558 different ARB OpenGL extensiosns:
Here's the 2332-page Vulkan specification + non-vendor extensions:
Oh, and here's the AV-1 specification, because these things have to encode and decode video, too.
Moving on to GPU-compute, here's the 328-page OpenCL core specification, the 253-page OpenCL kernel language specification, and the 397-page extension specification:
Of course, there are more codecs, APIs (including maybe something from Microsoft... DirectSomethingOrOther), oneAPI, and Intel's own optimized libraries.
If you think this doesn't take a whole department to implement, maintain, optimize, test, and extend, not to mention building hardware that runs it efficiently, then I guess I'd have an easier time explaining the size of a car company to someone who's never even looked under the hood/bonnet.