[android-developers] Re: Real Poly/sec on ADP1?

2009-11-10 Thread Robert Green
There are lots of optimizations but really at the end of the day you will be fill-bound. Try playing Light Racer 3D (basic or normal) and hit menu for settings, then turn off "advanced graphics". All that does is turn off the skysphere, which is only 150 triangles or so, and doesn't enable blend

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-10 Thread Patrick
Looks really nice =) as you meantion 2-3 times there isn't a floating point cpu and I think that pulls down a bit and VBOs etc would probably help a lot but at least that gives me a little bit of hope ^^ On Nov 10, 9:52 pm, "Michael Leahy (Tactel US)" wrote: > and now for the video (remember it's

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-10 Thread Michael Leahy (Tactel US)
and now for the video (remember it's the 1st moment I actually got it running back in April. http://www.youtube.com/watch?v=fokeI3Ynuc4 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-10 Thread Michael Leahy (Tactel US)
G1/ADP1 is definitely fill bound. Here is a bit of code that works the G1 over. I have a Quake3 class game engine / level renderer done in all Java / OpenGL and OpenGL ES on Android. I've yet to update things to use VBOs, so it's all vertex arrays and there is massive curved surfaces which I don't

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-10 Thread Patrick
I can understand the texturing/filling takes power but could it really be as bad as dragging it down to 2,5%? Sounds really, really bad but I have been thinking a bit about this and come up with a two other things that might also play big roles in pulling down the amount; First off, (and this is a

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-10 Thread Robert Green
Jni is not really a big factor in this. In my experience, if you use vbos, you're not nearly as triangle bound as you are fill bound. If you're only filling half the screen and you use vbos with no normals and no index, I imagine you could get up there with vert count. Here's a little test to se

Re: [android-developers] Re: Real Poly/sec on ADP1?

2009-11-09 Thread Patrick Årman
Ok so no where near the chips full potential then, sad to hear, did you use buffers and minimized glcalls? I'm guessing you used only Java and no native code? Though the JNI might be the bottleneck? On Nov 10, 2009 7:44 AM, "Jeremy Slade" wrote: 4-5k polys per frame seems about right from my exp

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-09 Thread Jeremy Slade
4-5k polys per frame seems about right from my experience on a G1 On Nov 9, 1:42 pm, Patrick wrote: > Well I've been searching for this information for a while and can't > find any resent real world numbers, the         Qualcomm® MSM7200A™, 528 MHz > is said to be able to produce 4 MPolys/sec bu