-pXaubcY2MwZWE2MWQtNTU4ZS00ZDI2LTgzMmUtNmRjM2EyZWRhY2Yyhl=enbrowserok=true
LagTest.tgz:
http://docs.google.com/leaf?id=0B7nVA-pXaubcNWY3ZDE0ZDQtM2ZjZS00NzA0LWFmNzItYmI2YjRhMGUyMDk0hl=enbrowserok=true
Bye
Michele
On Apr 3, 3:40 pm, Michele Scorcia michele.scor...@gmail.com wrote:
Hi,
did you check the cpu frequency
Hi,
did you check the cpu frequency on both phones while the test was
running?
You can from the shell on the phone run the following command that
check the frequency every second:
while true; do cat /sys/devices/system/cpu/cpu0/cpufreq/
scaling_cur_freq; sleep 1; done
Maybe they have done some
I understand what you are saying about the perpendicular surface
optimization but to me it seems more a progressive behaviour related
to the angle.
Actually I was mistakenly using 32 bit textures but I changed them to
16 bit ones and the numbers remain the same.
The square is large as the
Thank you for the reply and the suggestion.
It seems to me that changing the mag/min filter to nearest was a test
I've already done in the past together with other combination of
options but I retested it anyway and there is a slight improvement
that is the fps at 90° pass from 8 to 11 for the 1
Hi,
I've found that if I rotate a square textured with a 512x512 texture
by 90 degrees, the frame rate goes from 60 fps in the case of the 0
degrees rotation to 8 fps in case of the 90 degrees rotation. Just to
be clear the difference between the two cases is just a value of 0 or
90 for angle in
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