![]() ![]() What does this imply? Am I bus bound? I thought I'd need to hit near 100% utilization in at least one of those three statistics before seeing the fps drop (and yes, the app can hit 60 with very simple scenes).Īt the moment, all the app is doing is render a scene graph containing 500 untextured cubes with normals, bunched into groups of 1 to 6. ![]() I also update the apps logic inside onDrawFrame and sleep to achieve 60FPS. Ive created a GLSurfaceView, and I call its renderers method onDrawFrame(GL10 gl) to show images on screen. Im using an LG Optimus 5 phone to test it. Is that true If so does that mean it makes calls to Vulkan for every OpenGL ES 2.0 call Or does it need to be configured to do that I have a Samsung S9 with Android 10 that I want to run performance tests on. The app (running on an iPhone 3GS, iOS 4.2) runs at about 15 fps, but Device Utilization is only around 40%, Renderer Utilization around 35%, and Tiler Utilization below 10%. Im developing an app for Android using OpenGL ES 2.0. adanecito May 11, 2020, 9:58pm 1 Hi All, I was just reading that Android 10 uses OpenGL ES 2,0 on top of Vulkan 1.1. I started profiling in Instruments (Xcode 3.2 I do have access to Xcode 4 through the iOS dev program, but refrained from using that because of some strange behavior), but I can't quite make sense of the data: I'm making some progress, but the performance isn't that great anymore. I only knew the basics of old-fashioned OpenGL (without shaders) before, but I can do (and did implement) some basic Matrix and Vector math. Since there are already many game threads but they mix normal games with quality games. So, yes, I'm learning that at the same time. Im gonna keep a thread here where i will list all real quality openGL 2.0 games for the Leo phone. As my first project, I've chosen to write a small 3D app for iOS, using only OpenGL Es 2.0. ![]()
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