GPU(Graphical Processing Unit)
The GPU takes care of graphical rendering basicly it brings up the images you see on games faster.Most games dont require the activation of the GPU but some heavy duty games or apps might require it(gameloft games,Earth and Legend,etc).So basically if your device doesn't have a
GPU the images render slowly or not at all.
How does this effect U8120/U8110?(low end devices)
The U8120/U110 series isn't built withe a GPU therefore heavy duty games don't run or the run slowly or the images are all wrong.An example of a game that doesnt run properly is Fifa 10,if you run this game on a low end device with no GPU the game is either slow or the images and textures are messed up(usually the device is able to run the game but not render texture and/or images).
Can it be fixed
No not without compromises,there are apps that you can use to change messages going from the OpenGL driver(e.g Chainfire3D) to the the actual renderer.now if you dont have a GPU how do you use Chainfire3D?.The answer to that is you dont need a GPU to change what props up on the screen.Just install Chainfire and Install the Plugins.You also have to be able to edit the textures of the games via chainfire3D manually and even then the gameplay and/or image rendering isn't completely solid.That is what i meant by "compromises" but you can tweak the commands Chainfire sends out to your satisfaction to make a heavy duty game playable.You wont be able to play some games like most gameloft games due to the requirements(thats if you have a low-end phone like U8120/U8110)
If some low end phones dont have GPU how does it render images
The device basically uses it driver which isn't good if you have a small driver.Overclocking your phone does help alot but be carefull when overclocking.Other things that effect gameplay is Dalvik VM heap size of your device.For peope who dont know what the Dalvik VM is it is a Virtual Machine that the Android O.S uses to run android apks and to compile .class to .dex files.I will go into that another day.Basically the VM heap size you set dictates how much memory the Dalvik VM uses at a go before setting this take your devices total memory into consideration.So devices without GPU uses the memory and Driver to render images.
Hey...nice thread!
What settings do you recommend in CF3D?
nfsmw_gr said:
Hey...nice thread!
What settings do you recommend in CF3D?
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vale mono unroll to full 32bit h opws to lene ta alla duo m dimiourghsan provlhmata
[email protected] said:
vale mono unroll to full 32bit h opws to lene ta alla duo m dimiourghsan provlhmata
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Ya the unroll 32-bit would be the best option
which 3d games are good to play on vodafone 845/huawei u8120?or are there any 3d games which are ok?i have slykings update10v2
The U8120 is not really a low-end device!
HTC phone's have much even more bugs and problems for the price the U8120 or X3 is perfect!
Too bad if there's Android devices with no GPU at all, is there any solutions for this?
Related
hi everyone,
is it possible to set the process or thread or application priority to the processor to enhance its performance? is there any tool that can accomplish that? there is one for PC!
when i play a game and have an audio playing in the background, i noticed that the game performance becomes sluggish and sometimes unplayable, but some games let you set the level of priority that they have to the processor. i noticed that if i give the game the highest priority, its performance becomes excellent without impacting the audio...it also depends on the audio player and the game that's being run.
anyhow, is there a system tool that'll let me assign priority for those applications that don't explicitly offer this feature?
thanks,
There is not way you describe like for a Computer.
But you can consider install PocketHackMaster or CpuOverclock and assign a higher Turbo frequency for a definded application or game.
If you get a crackled audio in games this is setted by low-priority audio into the registry,install GB Soft Tweak-Higher priority for audio media,will solve this problem.
You can consider install big games into Program memory-RAM as they load much faster.
You can increase the amount of Cache of your Windows Mobile 5 performance up to 20 percent by
[HKLM\System\StorageManager\FATFS] CacheSize = 4096 EnableCache = 1 [HKLM\System\StorageManager\Filters\fsreplxfilt] ReplStoreCacheSize = 4096 * Soft reset for changes to take effect. Default values for all keys are 0
or search for GlyphCache if you are using Win2003-SE
Good Luck!
unapproachable2kx,
thanks for the information and help. unfortunately, pocket hack master is not compatible with my WM5 HTC Wizard. As for CpuOverClock, i couldn't find it on the web. do you have a direct link?
i don't have an isolated crackled audio problem; the whole game, including the animations, stutters, so i don't think GB Soft-Tweak is of use to me.
i don't want to install games on my Main Memory as i don't have enough room.
i have done the WM5 cache trick. i have tweaks2k2 and SKTools.
thanks,
Sorry I mean: XCPUScalar
http://www.immiersoft.com/
XCPUScalar doesn't do what i asked for and it isn't compatible with my HTC Wizard's OMAP processor
Just searched the whole Web!! Nothing is done yet for an OMAP processor.
But seems something is going on..
http://www.antontomov.com/forum/index.php?showtopic=835&st=0&p=5249&#entry5249
Hello,
I've spent the last month trying desperately to find a free 2D (or 3D, but not required) graphics API I can use for high performance games on Windows Mobile. I initially set about trying to find a managed API to use, but now I've broadened my search to include any API (that I can call from C++ or .NET), and I'm still struggling to find anything.
The options seem to be:
- GDI: not nearly fast enough for high performance games
- DirectDraw: probably OK, but doesn't seem possible to use this on my HTC Touch Pro 2 due to memory problems (see http://blogs.msdn.com/windowsmobile/archive/2009/04/17/twisted-pixels-3-memory-mysteries.aspx -- I've got the same problem and have not yet found any way to work around this)
- Direct3D: no hardware driver on my Touch Pro 2, this renders about 0.2 frames per second in the samples, which is not good enough
- OpenGL: I've tried and tried, and can't get any samples working for this. The closest I've found is the tutorials here: http://www.zeuscmd.com/tutorials/opengles/index.php, but these all fail with an error, "Unable to create OpenGL|ES context" as soon as I run them (or alternatively using the "Ug" version, I get no window appearing at all).
Does anyone have any suggestions as to how I can progress from here? I really want to write some Windows Mobile games, but I can't even get started. :-(
Thanks,
Adam.
For 'better' graphics performance have a look at the 2D/3D Driver Development for MSM720X devices!
After installation of this driver pack try my OpenGL test app (source also available) found in my sig! Installing this driver pack will increase d3d performance, too!
Hi heliosdev,
Many thanks for posting the sourcecode for your OpenGL test -- I have that compiling very nicely here and producing very promising results too. I think this may finally be the answer I've been looking for.
Do you have any idea how much of a performance hit using PInvoke to interact with OGLES is likely to be? I don't know whether PInvoke is slow to use or not, but it strikes me that it may be slower use it hundreds of times per frame compared to coding directly in C++ and not needing to PInvoke at all..?
Thanks again,
Adam.
For comparison NuShrike implemented torus test in C++. As you can see the difference is 'minimal' even NuShrike optimized it using vertex buffer objects (I'm using standard vertex arrays and just triangles, i.e. no triangle strips).
Hi Guys,
I'm wondering if it's possible to create an application that unload process and memory usage to a minimalistic environment on Android.
Let me explain why i'm asking that:
I have a 256MiB Ram device and i would like to play Dungeon Defenders on it (3D MMO game).
Requirement is 256MiB on the paper but a game developer said that game use about 160MiB in memory. Well i'm already using an optimized rom (CyanogenMod) and the application still crash on startup because of lake of memory ..
Do you have any idea in order to reach 200MiB Ram free on my phone ?
If you have any suggestion to :
- replace homescreen
- remove useless program from the memory
- use X software
to free as much ram as possible : please post !
Thank you !
You could try to revert to Donut.
Yes i thought about it but i have to stick with Android 2.2
How much the difference would be between 2.1 and 2.2 ?
Well sadly i don't have an answer for that question yet...
I'm trying to think of a way to put KSM to the test on my android device.
As far as i understand it is possible that the kernel actually causes high CPU usage trying to map and unmap memory pages over and over again.
This issue is known for linux and other virtual machines so it is possible that the Same effect will be on the android vm
Testings that i found are not relevant to android.
For example:
The result is a dramatic decrease in memory usage in virtualization environments. In a virtualization server, Red Hat found that thanks to KSM, KVM can run as many as 52 Windows XP VMs with 1 GB of RAM each on a server with just 16 GB of RAM. Because KSM works transparently to userspace apps, it can be adopted very easily, and provides huge memory savings for free to current production systems. It was originally developed for use with KVM, but it can be also used with any other virtualization system - or even in non virtualization workloads, for example applications that for some reason have several processes using lots of memory that could be shared.
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http://kernelnewbies.org/Linux_2_6_32
What i would really want to know is what would happen if each of these VMs Would run a different application/game/audio/graphics software at the same time ? or what if the same vm will run many different apps ? and also to compare cpu usage with and without KSM
Guess i'll need a tool for that. something like 'iostat' but for memory diagnostic and another tool to see a per process CPU usage but 'top' is not good enough for that.
Any way, the best test should present clear results with precised data.
I'll keep looking for legit way to put it to the test.
If you can think of a way to test KSM with android, please let me know.
This is a technique that relates mostly to processes like virtualisation. For example, when you load 5 windows XP VMs, you'll have a good 10 - 20 services that are practically the same in memory in each VM. Instead of each service using 10mb (ie, 10mb x 5 = 50mb), you only need say 15 or 20mb using KSM. If you use different applications, it is very unlikely that anything would be saved FOR THAT APPLICATION. However, the main elements of a Windows XP System would still be there (drivers, explorer, firewall, logon, search and so on). Means little in one setup, but when you have several VMs it is shown to be a huge advantage. As we know a simple XP install can use 500mb of RAM actively, and this is fairly uniform across instals.
With android, i don't know if there are specific RAM savings to be had. Don't know enough about the inner workings and the sandbox android puts its apps in or how apps interact with system services. Sadly, i can't think of a good way to test it out either, but i'll be keeping an eye on this topic for someone (much) more knowledgeable to come along.
Harbb said:
Sadly, i can't think of a good way to test it out either, but i'll be keeping an eye on this topic for someone (much) more knowledgeable to come along.
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Enter bedalus, stands there with a vacant expression on his face. Harbb looks disappointed.
kernels ; battery ; ROM ; gov/sched
That entire paragraph was dedicated to you bedalus, we both know that.
Lol
I hope someone can answer this though.
kernels ; battery ; ROM ; gov/sched
Wait for someone............
Sent from my Nexus S using xda premium
KSM does not improve performance on Android just like that - all enabling KSM does, is enable SUPPORT for the Feature but Applications would have to make use of the feature, which they don't.
You can easily verify this like that :
echo 1 > /sys/kernel/mm/ksm/run
<wait and/or run the Applications of your choice>
cat /sys/kernel/mm/ksm/pages_sharing
IF the above shows a value > 0 then you are making use of KSM else it's just available, without anyone using the feature.
Here's an interesting Article that gives a little more insight :
http://www.linux-kvm.com/content/using-ksm-kernel-samepage-merging-kvm
By the way, the same is true for ZCACHE. If you really want to make better use of your Memory (RAM) then using ZRAM as a Swapdevice does work (and may often make sense, too).
That all said : There appear to be efforts to make use of KSM http://forum.xda-developers.com/showthread.php?t=1464758 - so things may well change ...
any update on this...?
nstall both apk but antutu doesn't see the 3d bench and always ask to download it, therefore there is no test button, but only down load but that brings you to the market with missing antutu
Why try to run ATuTu 3D Bench?
The issue with it is that it doesn’t actually judge a device based on its overall performance and experience, it just runs theoretical tests on individual components of the SoCs or some other individual part of the whole device. OK, these are not always wrong, they do suggest the capabilities of a CPU or GPU up to a certain extent but are wrong interpretations for the combined system’s performance and experience, IMO.
still you have't been useffull after all these sspeech