My apologies if this is a stupid question...

Might I get a net frame rate improvement if I did something like this:

* create an FBO of resolution less than the full phone screen
dimensions (user-selected quality vs speed option)
* do most of my scene rendering into that FBO
* then the 'real' (full screen) render would either use the FBO as the
starting background color buffer contents, or render it (probably
orthographically) as a single quad.
* then probably add UI/Text decoration on top of that, where the
resolutions really benefits.

And, is there some egl glue (I am a glSurfaceView kinda dood) that
would automagically do something like this in the first place?

Or am I being naive to think the GPU could do its work faster if it
was rendering to a lower resolution target?

And would the phone with the worst fill rate also be the phone that
doesn't support FBOs in the first place?

After reading the OpenVR info (thanks again, Lance) I think I might
get some improvement by breaking some huge triangles into smaller
ones. I have some (water layer, in particular) that are so large they
probably get processed by every tile of the screen.

Thanks for any insights,

- Dan

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