JustinBuser's forum posts

Avatar image for JustinBuser
JustinBuser

25

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#1  Edited By JustinBuser
Member since 2010 • 25 Posts

@musicalmac said:

@NVIDIATI said:

@musicalmac You just quoted "onscreen" benchmarks, which doesn't hold relevance when comparing two mobile devices, as you're asking the devices to do two DIFFERENT tasks. I shouldn't have to keep repeating myself, if an application cannot run at the native resolution of the device, the resolution or high resolution texture settings can be LOWERED to MATCH the settings used on the iPhone.

These are two different numbers by a factor of ~2x:

  • 1334*750 = 1,000,500 pixels
  • 1920*1080 = 2,073,600 pixels

Just about any device with a Qualcomm SoC (and some others) since the Nexus 4 can utilize OpenGL ES 3 and some features of AEP. Devices with Adreno 420 or Mali-T760 can utilize DX11 equivalent features that can be used in AEP (which is planned to be released with Android L). Devices with Tegra K1 already run (desktop) OpenGL 4.x. The numbers you quoted are mainly comparing Apple's A8 with devices using Qualcomm's Snapdragon 801, which launched at the start of 2014. Qualcomm's current flagship SoC (launched this past summer in the Galaxy S5 LTE-A) is the Snapdragon 805. I can't provide a number, but just about every major game has been using OpenGL ES 3 since summer 2013. Titles for Tegra K1 devices use (desktop) OpenGL 4.x. When AEP launches with Android L later this month, then games on non-Tegra K1 devices will start to take advantage of those OpenGL 4.x extensions

I'm not seeing many specifics here, and as is very typical, I'm being told that what hasn't yet been released and what hasn't been put into the hands of tens of millions of consumers is worth respecting as though it were already here. How many android games support lowering the resolution to accommodate for poorly balanced hardware? Can you provide at least a few examples to allow us to respect your point?

What good does a uniform 1080p benchmark do us when the iPhone 6 runs at 1334x750? Does that give you any indication as to how games are going to reasonably perform on an iPhone 6? Why wouldn't we look at each device in context -- because you can just reduce the quality of any game that struggles at the native resolution of an android phone?

It's also worth highlighting (what I had deleted in my previous post) what @xboxiphoneps3 said regarding these tests and Metal.

Not seeing many specifics? EVERYONE ONE OF HIS POINTS is very specific, unfortunately just because he can explain it to you doesn't mean he can understand it for you.

FYI, ALL Android Apps support hardware specific graphics, in that the developer has the ability to export multiple builds of each application in order to target specific devices/screen sizes/versions of Android, etc... etc... As such giving the user an option to change the resolution of a game would be pointless because it would already be optimized to run on the hardware they were using.

His point is that saying that device A outperforms/outlasts device B when device A is only doing 1/4 of the work that device B is doing is kind of silly. That's like me pointing out that I can jump higher than Michael Jordan when I'm on the Moon.

Avatar image for JustinBuser
JustinBuser

25

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#2 JustinBuser
Member since 2010 • 25 Posts

@musicalmac: Why would comparing a brand new device with anything but the equivalent alternatives be relevant or make you want to buy it? I bet the Nexus 5 and S5 would outperform a Nintendo 64, would that make you want to buy them?