Asphalt 5 performance - Nexus One Themes and Apps

I just installed this game and I am really disappointed in the performance on my Nexus. I'm running the latest CM rom with 33.1 kernel and even when overclocked to 1133 the game gets unplayable in most spots...
Anyone has any thoughts on that ? I search around and Droid users seem to get better framerates. Is the Nexus GPU so bad after all ???

Performance
I see what you are saying, but I don't find it excruciatingly laggy at all. Its pretty decent, but I do see the performance limits of the Nexus gpu. I also see the need for performance upgrades to the game itself. Other games go much smoother then this one (both are smooth though, just others are much smoother). Raging Thunder 1 and 2 are pretty beast on the nexus.
I don't find it a big problem at all. If anything, devs need to adapt for the nexus market

This is like the best to come to nexus I have a lot of the cars unlocked and get to play my music while I play. =) I dont see much lag on enoms with his oc/uv works great next update should be a bit faster.

Before I used Ivan's JIT this game was pretty choppy with long loading times, even with pershoot's ocuv. Now with Ivan's JIT and ocuv kernel, this game is super smooth with very fast loading times. If it can be optimized to run smoothly without JIT it would be even better.

I am also using CM's latest ROM and am getting pretty bad lag at times, I am thinking about going to Modaco's once the new version comes out. Is performance for this game really that different between ROM's?

Kutthoat5150 said:
I am also using CM's latest ROM and am getting pretty bad lag at times, I am thinking about going to Modaco's once the new version comes out. Is performance for this game really that different between ROM's?
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Click to collapse
I don't think it's a ROM issue as much as it is a developer issue.

Using enom's rom and it plays brilliantly on my N1

Gameloft has admitted it needs to be tweaked for the N1. It's not optimized but still looks great. My wife has an iPhone and it looks fantastic on it.

I wish developers would make graphically pretty games for Android that aren't racing games. Seriously, how many do we really need?

denimjunkie82 said:
Before I used Ivan's JIT this game was pretty choppy with long loading times, even with pershoot's ocuv. Now with Ivan's JIT and ocuv kernel, this game is super smooth with very fast loading times. If it can be optimized to run smoothly without JIT it would be even better.
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Click to collapse
Well I didn't buy the game to confirm that, but if it really runs faster with JIT it means it's written in java and it's going to run like crap anyway... In that case they don't need to optimise it, they need to rewrite it as a native app.

It is smooth but not extremely, yeah it stil need to tweak, as I notice it actually play extremely smooth in Motorola Droid (Milestone).
It still playable with decent speed just slightly lagging when your car bang, fly over, then you notice the lagging issue.

BlueScreenJunky said:
Well I didn't buy the game to confirm that, but if it really runs faster with JIT it means it's written in java and it's going to run like crap anyway... In that case they don't need to optimise it, they need to rewrite it as a native app.
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All "native apps" are run from within a java shell. Basically, each frame the java code has to call into the native code. The alternative would be essentially writing OpenGL from the ground up in the native code, although even then it'd still need to be called from an active java app and all controls, sound, etc, would need to be handled in java. There's simply no other way to write native apps in Android.

Yes, sorry, that's what I meant by "native app" (that's how kwaak3 works for example). I can be wrong but I think if only input and audio are handled by java, the use of a different virtual machine using JIT can't make such a difference...

BlueScreenJunky said:
Well I didn't buy the game to confirm that, but if it really runs faster with JIT it means it's written in java and it's going to run like crap anyway... In that case they don't need to optimise it, they need to rewrite it as a native app.
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Click to collapse
I played the game while running JIT and it made zero difference. It was still laggy at times. No ROM will make a difference as it's not the software here that is the limiting factor but the GPU. The snapdragon has a great CPU but unfortunately a pretty poor GPU compared with other phones say the Droid. The Droid was much smoother and even smoother was the iPhone.
Gameloft needs to optimize this game keeping in mind the hardware specs for each device. Just my two cents.

Using Enomther rom, no lag whatsoever, plus you can overclock over 1 ghz...

Imperial.mack said:
Using Enomther rom, no lag whatsoever, plus you can overclock over 1 ghz...
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Click to collapse
Interesting, with Enom's I always get lag. Good to hear that it works well for you.

Many people will probably have different views on what lag is, i get a lag when playing it and so will everyone else, some people may not notice it as much as others and in some cases it may occur less due to there actual set up but the ROM should not make a difference as it was not developed with the nexus one in mind, hence why it doesn't utilize the N1 as well as it utilizes the Moto

lolittle said:
Many people will probably have different views on what lag is, i get a lag when playing it and so will everyone else, some people may not notice it as much as others and in some cases it may occur less due to there actual set up but the ROM should not make a difference as it was not developed with the nexus one in mind, hence why it doesn't utilize the N1 as well as it utilizes the Moto
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Actually this game was developed for the iPhone it lags pretty bad on the Moto Droid as well.

I guess there is no game till now that has used N1's potential fully. Whats stopping game development on Android ??

faraz1992 said:
I guess there is no game till now that has used N1's potential fully. Whats stopping game development on Android ??
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The market. Not the "Android Market", but the market for heavily investing in optimizing a game. Every Android handset is different - different plug-ins, different hardware, different software, etc. If you want to design a great game that performs brilliantly for 2 dollars, you need to sell a LOT of copies of it. Hundreds of thousands or more. Well, only the Droid has even sold that many handsets, and you'll never get 20%-50% penetration into a market with just one application.
Sure, Asphalt will run on nearly anything, BUT, it isn't going to run as well as it does on the iPhone despite the inferior hardware on that device, simply because optimizing it for one platform in Android (except MAYBE the Droid) isn't economically efficient.
The iPhone's biggest advantage (though that is looking to be short-lived now...) is the absolute lack of platform fragmentation. Every single iPhone or iPod Touch can run 99.5% of the available applications, and run them well. Almost all of them are running exactly the same software (obviously, there are some kernel differences and baseband differences, but the userspace kit is almost exactly the same). And there are 80 million of them. A developer just needs to hope for 1 percent penetration to make a killing on even a cheap application.
Until Android can get rid of excessive fragmentation (to at least a reasonable extent), it will suffer in the game world compared to Apple's kit. If Android can get down to just one version on effectively everything, with one set of APIs to address graphics at high speed, it'll be too expensive to make something perform as well - unless you want to pay $30 for an Android game (and I sure won't do that...).

Related

Game graphics on Android phones

I've been playing around my newly bought Nexus One and one thing I've found is that while graphics and colours when doing most things in general are so vibrant and beautiful to look at, games look decidedly 2nd rate.
Why is that? Is that something to do with the hardware or the APIs provided by Google? It would be nice to see something like Plants vs Zombies on the iPhone. From my limited use I find the graphics on my Nexus One slightly better than the 3GS on everything except when it comes to games, where it is left far behind. I found that really weird.
On a related note, I'm no developer myself, but I'm of the opinion that the success of the platform will depend a lot on 3rd party development, which means a lot of support given by Google to developers. What's the situation like now? How easy/hard is to develop for Android phones and what are the scopes for improvement?
Bump.
Any opinions from Android developers on here?
its because pre nexus one/desire there was only one android phone which could even play good graphics and that was the moto droid .
give the developers some time ... now that more powerful android phones are coming out, we'll see more and more better looking games ... as an example look at raging thunder 2 ... you might not like racing games but that game has exceptional graphics
nothing as good as the iphone yet, because iphone always had a very powerful gpu from the get go so all of iphone game developers have had that much time to play around with them ... android just started getting powerful gpus
hope that answers ... and anyone with more knowledge, feel free to correct me if i'm wrong
alienwolf426 said:
nothing as good as the iphone yet, because iphone always had a very powerful gpu from the get go so all of iphone game developers have had that much time to play around with them ... android just started getting powerful gpus
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Thanks for the explanation, makes sense. Which new Android phones have good GPUs on board?
Watch out here comes the "Droids"
TT1986 said:
Thanks for the explanation, makes sense. Which new Android phones have good GPUs on board?[/QUOTE
Galaxy S doing video game demo:
http://www.youtube.com/watch?v=dpP5QljEqow&feature=related
Galaxy S vs. Iphone 4:
http://3gsiphone.com/jailbreak-and-...-vs-samsung-galaxy-s-video-review-part-1.html
Reading about GPU:
http://androidandme.com/2010/03/new...bird-chip-to-have-3x-gpu-power-of-snapdragon/
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Click to collapse
jhnstn00 said:
TT1986 said:
Thanks for the explanation, makes sense. Which new Android phones have good GPUs on board?[/QUOTE
Galaxy S doing video game demo:
http://www.youtube.com/watch?v=dpP5QljEqow&feature=related
Galaxy S vs. Iphone 4:
http://3gsiphone.com/jailbreak-and-...-vs-samsung-galaxy-s-video-review-part-1.html
Reading about GPU:
http://androidandme.com/2010/03/new...bird-chip-to-have-3x-gpu-power-of-snapdragon/
Click to expand...
Click to collapse
Whoa! That is good.
Excellent stuff, good times ahead then.
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its mostly due to the fact that a lot of older phones (eg. the htc hero) dont have gpus whatsoever. the moto droid had a gpu, therefore could run good graphics in a 3d game. the samsung galaxy S has a great gpu on the cpu die and will run some really impressive games on it, in fact, it could run much better looking games than on the iphone.
for a art developers view
Ok well I'm a 14+ year vet of games industry on console games, in technical art production, but my view would be the same as a programmer I would suspect. Just like when doing a multi-platform release back in the ps, saturn, n64, dreamcast etc... days, you dont really want to do lots of work for all platforms. Neither do you want to cut your biggest market chunk out by them not getting the experience others get with better hardware. This takes me back to PC days when we have powerVR primary GPU's, or ATI, or Nvidia, or matrox, well the list got big. The graphics capabilities sometimes had to be addressed almost as if they were different platforms (this is b4 HAL abstraction sweetness and todays DX domination). I suppose at the end of the day, I would not choose to dev only on android for the SGS, that cuts some 99% of the market out. What apple has done is have fixed hardware and Development LIBs for that hardware. This makes it very easy to give all iPhone users the same experience. With android, too many variances in hardware and capability, also maybe hits taken from phone operator system additions and services.
So in my opinion, you cant have such and open system that can have lots of variations and get games in numbers and quality that we see on iphone. Not cause android phones cant do it. Cause not all of them can etc, and it's too varied.
Just my opinion
deanwray said:
So in my opinion, you cant have such and open system that can have lots of variations and get games in numbers and quality that we see on iphone. Not cause android phones cant do it. Cause not all of them can etc, and it's too varied.
Just my opinion
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Click to collapse
I see what you mean. It's a lot like Console vs PC isn't it? I'm a PC gamer but i can understand why publishers/developers prefer console because they don't have to deal with a large variety of hardware. In other words, optimizing gaming experiences on Android phones could be harder than on iPhones because of the same reason.
Lets hope the difference isn't too big though.
TT1986 said:
I see what you mean. It's a lot like Console vs PC isn't it? I'm a PC gamer but i can understand why publishers/developers prefer console because they don't have to deal with a large variety of hardware. In other words, optimizing gaming experiences on Android phones could be harder than on iPhones because of the same reason.
Lets hope the difference isn't too big though.
Click to expand...
Click to collapse
Porting from PC to console and vice-versa is probably easier than iPhone to Android, though.
I remember Valve saying that porting The Orange Box over to the Xbox 360 was very easy. They said something like they put the PC code -- with a few changes like control configuration -- through a 360 compiler and the game was up and running.
Also, with the PC, you have just two major processor brands (Intel and AMD) and two major graphics card brands (NVIDIA and ATI). The APIs and stuff are also far more mature.
google could do what Palm did.
Palms PDK allows porting of iPhone games to the Pre in a matter of hours.
theineffablebob said:
I remember Valve saying that porting The Orange Box over to the Xbox 360 was very easy. They said something like they put the PC code -- with a few changes like control configuration -- through a 360 compiler and the game was up and running.
Click to expand...
Click to collapse
That's probably because it's made in XNA or some other cross platform code. That's one of the things pulling me toward WP7 (that and Zune Pass ).
Devs can write one code base, and in a matter of days have it ported to all major Microsoft software. As an Android dev myself, that would be amazingly useful did I also produce desktop software. I mean think about it, write an app for PC, then also target XBOX360, ZuneHD, normal Zunes, and WP7 all with essentially one codebase with very few small changes between them. That's some amazing stuff.
I toyed with XNA before and it is a beautiful way to code. Not to mention that the C# it uses is essentially Java with a few modifications.

[Q] What makes Android so slow?

Im on Android since more a year now, starting with T-Mobile Pulse and since summer, going on with my HTC Desire.
My question is, why android needs this power of hardware, in order to run smooth. The old iPhone 2G got nearly same hardware to the pulse (550 MHz, 256 MB RAM etc), but was much faster(smoother). Ive read a lot about hardware optimised code fpr ARM7 or similar, but the performance is still poor, even with overclock on leedroid 2.2...
On my second computer with a intel pentium III Chopperine 933 MHz i could realy good surf the internet, even nowadays, or play games like battlefield 1942 or counterstrike.
Could it be possible, to improve the perfomance by hand otimising the code? Would even spend time on this, able to prog, but at first i want to her your oppinions.
Greets from Germany and sorry for my poor english
The fluid ui that the iPhone has is mostly because they use gpu accelerated support. Android for some reason does not and I think only minor ui features are done on the gpu, some phones might have custom work done and its why it feels more fluid or less slow.
The other thing is a iPhone is standard in hardware. You don't have the issue of a iPhone 4 with or without more memory or less. It's easier to code and optimize when you have only a set of rules.
What are you doing to your phones??
I have a Nexus One (same hardware as the Desire) and i'd willingly challenge any iphone 4 user to a speed contest
GPU accelerated GUIs make sense to me, but die missing feature in Android doesnt really make sense. As we know, there is an AMD Z340 GPU inside, could it be possible to make it boost the graphics in 2D mode?
What iam doing with my desire? whoa, even surfing this page without the xda app isnt really fun, just slowy moving flash sucks performacne in huge numbers, that websites arent rally usable at all when running a video.
Now on Desire, most thinks are running fluently, but there are still lags, even with the custom rom. Using the Pulse was horrible, while it got 550MHz CPU and 192 MB ram. remember, its a mobile!
Here is a german report about software tweaking, which could make software 5 times, if the developers would reconcentrade on the used hardware again, like they have to do on gaming systems like GBA or newer. GBA got abot 3MHz! but runs Pokemon very well. Now imagine what could be possible, if our operating system would be better written.
Question again: it is possible to do some tweaks on a kernel or eveb androiditself without being msater coder?

[NEWS]Nintendo DS on Android

I couldn't help posting this because i became happy when i read it...
Tiger Lab apps(nds demo emulator)
[Only open for limited days]
1. VERY EARLY PROTOTYPE VERSION(BETA) FOR DEMO ONLY
2. It is very very slow so you shall not expect to play NDS game with this emulator.
3. It is used to DEMO that NDS game can be played on android phone
It is shown that NDS WILL be played some days on android phone, maybe 2012 or later
WHAT IS NEXT WORK (Huge efforts)
1. More powerful phones
2. Dynarec CPU simulation
3. GPU simualtion improvement for speed greatly.
4. Hareware render (eg, OpenGL ES)
5. FPU. Since NDS need lots of float calculation. FPU can improvement performance greatly. Later ARM will have FPU in feature
If you do not have a high-end phone, do not try NDS game. Even if you have a high-end phone, just try some small games(none 3D) but it is also quite slow.
How to demo (not play) NDS game
1. Put your nds ROM files to /roms/nds folder in sdcard.
Note. zip nds rom is not supported, you shall extract them to be *.nds files
2. Launch TigerNDS which will load those NDS roms in game list
3. Select one game and play
It is just DEMO and speed is very very very very slow even on high-end phones. You shall not expect to play nds game with the emulator.
Click to expand...
Click to collapse
SOurce: http://www.appbrain.com/app/tiger-lab-(nds-demo-emulator)/com.tiger.demo.nds
Its amazing what a skilled developer can make and pretty soon I'm sure we'll see a app for everything and this is just one more off the list. I can't wait to see how they manage using both screens but im sure it'll be awesome!
Good job devs! Keep it up!
-D3luSi0n4L
Might work well for the Kyocera Echo
This looks promising!
I know it's just a proof of concept currently, but why are they saying it would need new devices to run well? It seems like, since the DS and our devices are both ARM based, with some obvious modifications to run arm code natively and not emulated, you could get it running pretty well. At least that's what I had gathered from previous discussions about it.
JesusFreak316 said:
I know it's just a proof of concept currently, but why are they saying it would need new devices to run well? It seems like, since the DS and our devices are both ARM based, with some obvious modifications to run arm code natively and not emulated, you could get it running pretty well. At least that's what I had gathered from previous discussions about it.
Click to expand...
Click to collapse
In order to emulate a nintendo DS your phone needs to have twice the power. But to be honest I never thought the DS was too powerful... So I bet once the emulator is out of alpha it should run fine on a galaxy S. But who knows were still waiting for Zodttd to finish the N64 emulator
Wow! This would be awesome!! I miss Mario Bros on my phone
I tried on HD2, and yes is very very very slow, but it works.
maxohkc said:
In order to emulate a nintendo DS your phone needs to have twice the power. But to be honest I never thought the DS was too powerful... So I bet once the emulator is out of alpha it should run fine on a galaxy S. But who knows were still waiting for Zodttd to finish the N64 emulator
Click to expand...
Click to collapse
Of course, I am familiar with emulators and how, as a rule of thumb, your device should be 10 times more powerful to expect any sort of decent emulation. I'm just saying, maybe they can avoid emulating certain things and run native ARM DS code natively, vastly speeding it up. It would be REALLY hard though, requiring vast knowledge of ARM assembly from what I've heard. Meh, Zodttd. He should stick to iPhone imo. Android will probably get some decent open source emulators soon enough.
maxohkc said:
In order to emulate a nintendo DS your phone needs to have twice the power. But to be honest I never thought the DS was too powerful... So I bet once the emulator is out of alpha it should run fine on a galaxy S. But who knows were still waiting for Zodttd to finish the N64 emulator
Click to expand...
Click to collapse
decent emulation takes about 5-10 times the power to emulate
and ive heard that emulating the DS is extremely difficult
as for zod i honestly doubt he is still working on that project paul seems to be the one that is on top of the project now
I'll try it out with my Atrix tonight, maybe post a youtube video. Is there a standard game we are using?
I've been trying to run a .nds file on this. The ROM is Pokemon Platinum (128mb). It's on /roms/nds and shows up in the app, however when I click on it it flashes to a black screen then goes back to the rom selection screen.
Fehnix22 said:
Might work well for the Kyocera Echo
Click to expand...
Click to collapse
LOL!!!! That's hilarious! But that might be true too.
Sighh..
I remember the time when psp can emulate ds rom even though the frame rate per second was really low! (Average 17fps!)
I stopped using handhelds after the Gameboy Advance.. besides, it feels like all these games are the same rehash with little story change and somewhat better graphics.. there doesn't seem to be any new creative things being done in the handheld market.. so I say why bother killing your phone trying to emulate the NDS..
with that in mind, we are looking at quad-core phones by the end of 2012 for SURE, and dual-core by fall 2011 I hope, so just wait a few more months haha.
my bigger concern about emulation and games on the Android is multitouch.. even my Desire on 2.3.3 (CM7) has issues where multitouch fails, rendering even most old games unplayable (how the hell can I run and jump in Mario at the same time like the real gamepad allows.. if we wanna improve the quality of gameplay on our phones, we should push the manufacturers for better hardware that'll allow coders to provide for better multitouch capability.
just my 2 cents..
I wouldn't worry about that, bluetooth gamepads are on the way.
I use a Wiimote with classic controller for emulators at the moment.
NDS emulation can be slow even on PC, so don't expect phones to run games playable
alienhunt: more like spring 2011 for dual core.
i'll be getting a tegra2 phone in the mail next week.
If you do not have a high-end phone, do not try NDS game. Even if you have a high-end phone, just try some small games(none 3D) but it is also quite slow.
Click to expand...
Click to collapse
Can somebody make better explanation? How high end should devices be? Would current devices (Desire, Galaxy S) be enough or do we need to wait for dual core?
Bluetooth gamepads are nice, but i think they are more like "i can do that" than really being usable. Games on the phones are meant to be played anywhere. And i don't want to carry a wiimote around with me just to play games on my phone.
I have tried several emulators on my HD2 and games are quite playable despite HD2's limit of maximum 2 touch points. Biggest problem is the feedback of the controls. You cannot feel controls, which means you can easily miss it.
I think best on screen controls would be ones that are fully customizable. Ability to move and resize controls to match your device, finger size and playing position would be killer feature.
matejdro said:
Can somebody make better explanation? How high end should devices be? Would current devices (Desire, Galaxy S) be enough or do we need to wait for dual core?
Bluetooth gamepads are nice, but i think they are more like "i can do that" than really being usable. Games on the phones are meant to be played anywhere. And i don't want to carry a wiimote around with me just to play games on my phone.
I have tried several emulators on my HD2 and games are quite playable despite HD2's limit of maximum 2 touch points. Biggest problem is the feedback of the controls. You cannot feel controls, which means you can easily miss it.
I think best on screen controls would be ones that are fully customizable. Ability to move and resize controls to match your device, finger size and playing position would be killer feature.
Click to expand...
Click to collapse
I have a Desire, the DS games run with 3 - 7 FPS...it's ok for "100 Classic Book Collection" and thats it.

If you were a developer at Google.............

Hello everyone,
Just for the sake of fun. If you have been given the opportunity to decide the future of android, What would you do? Which feature do you want to see in android?
May be people @ Google are 'really' watching this thread. Who knows?
Shoot your opinions
PS: I would say, a multi user (logoff and on) feature so that one can change profiles in office and home. (Haven't seen this as native android feature)
Feature wise, I'd push for smoother graphics, put an end to the "iPhone is faster" trolls.
Smoother ...more exclusives to android.. game mostly ...as gamevil seem to stick every thing on iPhone first ..
Sent from my MT11i using xda premium
One of the things that holds back game developers is having to do extra work to support multiple GPUs (Tegra, OMAP, Adreno, etc). It would be nice if Android had something like DirectX on Windows where the GPU brand doesn't matter, instead the GPU is certified for a DirectX # level and can run all games up to that #.
There have been some good games out there that were Tegra only early on for example and when you see its incompatible with your graphically capable OMAP device its not good. Judging from the reviews left people don't like when this happens.
I really don't understand why android cannot run as smooth as iphone, i think it's really system problem rather than hardware's problem...
crazyricky said:
I really don't understand why android cannot run as smooth as iphone, i think it's really system problem rather than hardware's problem...
Click to expand...
Click to collapse
Apple have a few phones they build inhouse, and create software and drivers for it, that they can constantly tune and improve.
Google on the other hand, have to support an unlimited amount of devices and drivers, so they don't get the same time to improve drivers. Not to mention you then get 3rd parties with their own skins and what not.
It's the price we pay for freedom

Dungeon Hunter 4

OMG is this game laggy on this tablet. Is anyone else playing this game with no lag? If so what did you do. My Samsung S3 plays this game with zero lag. But I keep changing Roms and I have no idea how to save this game. Any help would be great... Thanks
Sent from my SCH-I535 using xda app-developers app
Runs smooth for me on balanced mode besides the characters walking animation not being smooth. Every time he takes two steps I feel a slight stop and go in the game.
Cromi 3.4.7 (jb4.1.1) with hunds kernel v2.2
Thx for the reply. Looks like I might need to root my tablet. Since the 4. 2 update this tablet is very laggy.
Sent from my SCH-I535 using xda app-developers app
05Warrior said:
OMG is this game laggy on this tablet. Is anyone else playing this game with no lag? If so what did you do. My Samsung S3 plays this game with zero lag. But I keep changing Roms and I have no idea how to save this game. Any help would be great... Thanks
Sent from my SCH-I535 using xda app-developers app
Click to expand...
Click to collapse
The tf700 is too weak for this game (and others...).
codeinish said:
The tf700 is too weak for this game (and others...).
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Click to collapse
I don't think the tablet being too weak for games would be correct. This tablet has the cpu/gpu to run them. There is something else that is keeping games from having full compatibility or smoothness with this tablet. You can search and find theories from game developers being too lazy to properly code or there being an underlining issue with Tegra3 chips that Nvidia never addressed but was supposedly working on a patch for. More likely it's the high resolution of the screen which we all ready know causes a performance hit. I don't see that as being week since it is giving us a beautiful picture when using the tablet for various tasks. For those running a custom rom, is there the option to lower the resolution of the screen for extra performance?
To the original poster, not make it sound like you don't know what your tablet is doing, but are you running anything in the background or accidentally have battery saver set? I will try downloading this game and see what I get performance wise. I'm running a fresh stock install of 4.1 firmware.
----------
No problems for me running the game on stock firmware 4.1. Ran it in both performance and balanced mode.
Also im on cromi-x 4.5 with hunds 3.0.6 kernel today, running close to smooth with hunds kernel app that sets the cpu/gpu for games. Sadly i cant run the game on medium setting because the app wont save the settings after game relaunches
Edit: got it to change
fsured said:
I don't think the tablet being too weak for games would be correct. This tablet has the cpu/gpu to run them. There is something else that is keeping games from having full compatibility or smoothness with this tablet. You can search and find theories from game developers being too lazy to properly code or there being an underlining issue with Tegra3 chips that Nvidia never addressed but was supposedly working on a patch for. More likely it's the high resolution of the screen which we all ready know causes a performance hit. I don't see that as being week since it is giving us a beautiful picture when using the tablet for various tasks. For those running a custom rom, is there the option to lower the resolution of the screen for extra performance?
.
Click to expand...
Click to collapse
I stated that the tf700 is too weak for this game.
I agree that the tf700 has got the potential to be a game perfomer, but unfortunately it ain't.
You elaborated the reasons for this and I think you're right.
Yet, we are not living in theories but in reality where game developers skip our device
(I tried to address some of them asking for a fix, but to no avail).
Here is an example of a correspondence I had with Get Set games inc.:
"Dear Dev,
My almost 2 year old daughter is mad about Mega Run (which she keep calling "Monkey Circles").
I am an old fan of Mega Run and Mega Jump too.
The issue is that the game's graphics are not optimised for the 10 inch screen of the Asus Infinity (TF700).
Therefore the graphics are a bit blurry.
I would appreciate it if you could help me find a solution for what I have described,
or maybe issue a version that will be optimised for our tf700's screen.
Hope my request will be considered since as I have written, we love your application.
Thanks with advance and keep up the good work.
REPLY:
Thanks for getting in contact with us and for the feedback. It is great to hear that you and your daughter have been enjoying Mega Run. We have just release Mega Run on Android, and with that release we chose to only have one set of graphics at a medium/high resolution. The reason we chose to do this is that most Android devices fit this resolution very well. In the future, we hope to have higher resolution graphics for tablets such as the Asus Infinity.
Sorry for the inconvenience,
Mike"
IMHO - this is not a standard machine... I should have learned this sooner (before I purchased it).
Anyways, the TF700 has it's strong areas: great device for playing all kinds of media and even some games.
The mSD slot is awesome and all in all I enjoy it.
It runs fairly well, actually. Frankly, it runs smoother than Skyrim ever did on my PC. (That game used to literally freeze every 2 steps to re-render the scene. Crappy coding from Bethesda... As per bloody usual.)
codeinish said:
Here is an example of a correspondence I had with Get Set games inc.:
"Dear Dev,
My almost 2 year old daughter is mad about Mega Run (which she keep calling "Monkey Circles").
I am an old fan of Mega Run and Mega Jump too.
The issue is that the game's graphics are not optimised for the 10 inch screen of the Asus Infinity (TF700).
Therefore the graphics are a bit blurry.
I would appreciate it if you could help me find a solution for what I have described,
or maybe issue a version that will be optimised for our tf700's screen.
Hope my request will be considered since as I have written, we love your application.
Thanks with advance and keep up the good work.
REPLY:
Thanks for getting in contact with us and for the feedback. It is great to hear that you and your daughter have been enjoying Mega Run. We have just release Mega Run on Android, and with that release we chose to only have one set of graphics at a medium/high resolution. The reason we chose to do this is that most Android devices fit this resolution very well. In the future, we hope to have higher resolution graphics for tablets such as the Asus Infinity.
Sorry for the inconvenience,
Mike"
Click to expand...
Click to collapse
You could've known the game would be blurry. Games are made with the 'hyped' devices in mind: The Galaxy Tab and the Galaxy S3. Which both run 1280x800, as opposed to 'our' 1920x1200.. (Quite a significant size increase.)
Anything with a higher resolution is a HD version, and specifically has HD listed behind it. ('Angry Birds HD'.)
Give it +-six months. Then, the SGS4 and the Note 3 will be the top devices alongside the HTC One and the potential new Nexus. And developers will have no other choice but to finally make games and apps in HD.
ShadowLea said:
It runs fairly well, actually. Frankly, it runs smoother than Skyrim ever did on my PC. (That game used to literally freeze every 2 steps to re-render the scene. Crappy coding from Bethesda... As per bloody usual.)
You could've known the game would be blurry. Games are made with the 'hyped' devices in mind: The Galaxy Tab and the Galaxy S3. Which both run 1280x800, as opposed to 'our' 1920x1200.. (Quite a significant size increase.)
Anything with a higher resolution is a HD version, and specifically has HD listed behind it. ('Angry Birds HD'.)
Give it +-six months. Then, the SGS4 and the Note 3 will be the top devices alongside the HTC One and the potential new Nexus. And developers will have no other choice but to finally make games and apps in HD.
Click to expand...
Click to collapse
I agree with you that eventually 1920x1080 will be a common resolution for Android devices, but I still believe Tegra 3 is too weak to run those games at full HD resolution (all Full HD devices I know have either a Snapdragon S4 Pro or Snapdragon 600 to power that many pixels). I have seen quite a few games that lag miserably on my tf700, even if it is optimized for Tegra. Example, Beach Buggy Blitz (running at max setting of this game is a big no-no on my tf700).
As for Skyrim, I really have no complaint about frame drop and stuttering, it runs quite smoothly on my laptop. Nevertheless, given the diversity of PC hardware, it could just be that I was lucky to have fully compatible hardware.
I don't agree : Dungeon Hunter 4 is very laggy on my tab and i am not playing that game anymore due to that issue. But i have played many hours to The Bard's Tale and it worked nearly perfectly (it would lag only when a lot of characters and huge effects, that means about 10 seconds every 4 hours) and bard's tale is imo more beautiful than dh4 and still it was developed in 2012 when hd screens were very rare. So imo the dh4 lag issue comes from poor design and programming.
Sent from my ASUS Transformer Pad TF700T using xda app-developers app
huy_lonewolf said:
I agree with you that eventually 1920x1080 will be a common resolution for Android devices, but I still believe Tegra 3 is too weak to run those games at full HD resolution (all Full HD devices I know have either a Snapdragon S4 Pro or Snapdragon 600 to power that many pixels). I have seen quite a few games that lag miserably on my tf700, even if it is optimized for Tegra. Example, Beach Buggy Blitz (running at max setting of this game is a big no-no on my tf700).
Click to expand...
Click to collapse
It's primarily the I/O issue, not the Tegra 3.
The problem is that games are optimized for snapdragons because that's what the hyped, common-cattle owned devices (SGS3/4 & GT2) run.
SoulCraft THD: Perfectly.
SHADOWGUN THD: Perfectly.
Samurai II: Vengeance THD: Perfectly.
Puddle THD: Perfectly.
Zombie Driver THD: Perfectly.
Renaissance Blood THD: Runs well.
The Bard's Tale: Fine.
N.O.V.A. 3: Some issue with green images in main menu/intro, Game itself runs fine.
So no, it's not the Tegra 3. It's lazy developers and crap engines.
As for Skyrim, I really have no complaint about frame drop and stuttering, it runs quite smoothly on my laptop. Nevertheless, given the diversity of PC hardware, it could just be that I was lucky to have fully compatible hardware.
Click to expand...
Click to collapse
It's since been fixed in the patches. The issue occured during the first 3 updates (including vanilla base.). At one point I had backwards flying dragons that spun around breathing fire in mid air and stopped every few seconds as the game froze and unfroze :laugh: The engine Skyrim runs on is 12 years old, and instead of using a clean version they retasked the Fallout one with all the coding still cluttering it.
The main fault in this tablet is the i/o. Everything else is perfectly big enough to run the screen. With such crappy i/o, the tablet cannot cache applications at a rate needed, especially for files made for Full HD screens. This can be solved with a B2R tpye script or Data2SD. With Data2SD, even on a pretty cheap card, the tablet runs much much smoother. This is why the browser on stock runs so terribly. The internal i/o cant cache it fast enough. So, the Tega 3 is more then enough of power, but the problem is the i/o, which can only even start to be tweaked by unlocking/rooting, but even then there is no fix.
Tylor
Sent from my ASUS Transformer Pad TF700T using Tapatalk HD
ROM: CromiX 4.5 DeOdex
Kernel: MaxKernel V2
Tylorw1 said:
The main fault in this tablet is the i/o. Everything else is perfectly big enough to run the screen. With such crappy i/o, the tablet cannot cache applications at a rate needed, especially for files made for Full HD screens.
Click to expand...
Click to collapse
GPU performance has nothing to do with I/O.
I/O is slow for random writes, yes - but games usually don't write a lot to storage. The GPU is slow because it is simply not very powerful. See here:
http://www.anandtech.com/show/6036/asus-transformer-pad-infinity-tf700t-review/4
With good programming, it can drive the full HD screen with acceptable framerate (see Epic Citadel), but apparently not every engine is so well optimized.
codeinish said:
The tf700 is too weak for this game (and others...).
Click to expand...
Click to collapse
I notice the Nook HD+ that also has a 1080p display seems to play games smoother than the 700. Performance is about in between the 700 and 300, with the 300 being better overall.
The 4470 gpu is more robust for higher def displays and has dual channel memory, but a dual core. I would have expected the net result to be a wash, but does seem the dual channel memory might be the difference.
For game emulators though that are cpu heavy like MAMEreloaded, the Nook is a little faster. Gets hot in the bottom right corner though.
horrible
Yeah i tried this game. Changed graphics settings in game to lowest and had performance mode on and it still lagged like crazy. Not really my kind of game to begin with so it didn't upset me too badly, but i would have expected more from such a high end tablet.
I have uninstalled the game today : too laggy and i still believe that its code is bad (bard's tale is so much smoother on my same tab)
Sent from my ASUS Transformer Pad TF700T using xda app-developers app
I know this is a bit of an old thread, I just not stumbled upon it. I've been using cromi-x for quite some time, and on earlier versions I didn't have much issue until I got into higher levels where more monsters generated, then it would lag briefly and go back to normal. As of lately I haven't even been able to play the game. I've played a few other games that seem to have similar features and get zero lag. Though I'm not a coder or developer, I feel that this is a issue with the game itself combined with i/o limitations of our tablet. SDBags has done some amazing work on his rom. I've tried all sorts of kernel and tweak combinations, none of which seem to correct the issue. To make the issue worse I was level 42 and lost my entire game and $40 worth of purchases that gameloft has yet to refund me. That, of course doesn't have anything to do with the laggy issue. I thought I would bump the thread to see if anyone else has come up with anything.

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