opengl and andreno 220/225 gpu

neo0285
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opengl and andreno 220/225 gpu

Postby neo0285 » Fri Jul 06, 2012 11:45 pm

opengl runs horribly on andreno 220/225 gpus and i was wondering in any progress had been made in fixing/optimizing it? This affects every htc one x and galaxy s3 bought in the us. thanx

neo0285
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Re: opengl and andreno 220/225 gpu

Postby neo0285 » Sat Jul 07, 2012 1:44 am

with opengl and nothing else checked I get 25 to 30 fps, unplayable

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Re: opengl and andreno 220/225 gpu

Postby neo0285 » Sat Jul 07, 2012 2:52 pm

what do you get with the Tegra

JAGUAR1977
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Re: opengl and andreno 220/225 gpu

Postby JAGUAR1977 » Sat Jul 07, 2012 3:20 pm

i900frenchaddict, I have a HTC ONE X using Tegra 3 too, do you mind posting what settings you use?

I'd also be interested to know if you use the same settings across the board, or do you make specific changes for power hungry games like Tekken 3.

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Re: opengl and andreno 220/225 gpu

Postby drgci » Sun Jul 08, 2012 4:42 pm

i900frenchaddict wrote:On my Sensation, so Adreno too, openGL runs fine, but needs frameskip in almost every game. Example: I have between 32 and 38 fps in tekken 3 without frameskip and must put "old frameskip" to reach about full speed.

It's faster on my One-X tegra3, of course, but on some games like Tekken3, it's only faster by 10%.

Also I don't have more graphic glitches on my Sensation (with Adreno) than on my One-X (with Tegra3)

Can you tell me how many fps you get in Tekken 3, with and without frameskip (and no other filtering, even if some can be checked without losing fps) ?

I have overclocked hp touchpad at 1782mhz same soc with sensation and its give me 10-12 fps more in every game like ff 9,ff 7, grand turismo 2 (40-55fps) I don't have tested tekken 3 yet,
And why you don't install bricked kernel on sensation? For better performance!

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Re: opengl and andreno 220/225 gpu

Postby bluezeak » Mon Jul 09, 2012 11:09 pm

This is a great thread! Please also consider posting in my OpenGL thread. I'm trying to consolidate information about using OpenGL in FPSE, although this thread is more hardware specific. I'll try to update my thread with the info here.

@i900frenchaddict - what's the fix for the adreno 220/225? The posts I saw in the feedback thread back in April talk about updating the drivers or updating to ICS. I saw a thread on XDA about updating the drivers for 220 if you have ICS, and there's tons of stuff on google about it. But that's all for the 220, not the 225. So - are the problems with the 225 the same as the 220? Is the fix the same (fixing drivers)? Also, difference between the Tegra3 GPU (HTC One X) and the Adreno 220 (HTC Sensation) - do you mean you have more graphic glitches with the Tegra 3, but it runs faster? Or do you mean the Tegra three runs faster, but the Adreno 220 has more glitches? Finally, what settings do you use on the One X?

@drgci - I don't understand what you mean about FPS - do you mean you get MORE FPS, that your HP Touchpad runs faster? Or do you mean your HP Touchpad runs slower?

On a separate issue, I saw a post at XDA about the Adreno 225 that said when he used "advanced 3d Rendering" (from the softGPU) it caused crashes - did any of you have that issue?
FPSE OpenGL info - click here

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bluezeak
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Re: opengl and andreno 220/225 gpu

Postby bluezeak » Tue Jul 10, 2012 3:51 pm

thanks i900frenchaddict

I want to update my post on openGL. So for the Adreno 220 GPU, you have to update to ICS - and that makes a huge difference. Then update the Adreno drivers themselves - how do you do that? Just put a new custom ROM in? I mean, can you update the drivers or do you have to put in a new ROM? I'll make note of 2.15 vs 2.18.

Also, do you have any information on the Adreno 225? I think most of the devices that have the 225 already have ICS.

As for the PowerVR SGX540 - I think it matters which SoCs he used. Samsung Exynos (Hummingbird) runs it at 200Mhz, The Texas Instraments (TI) OMAP 4430 runs it at 300 Mhz, and the TI OMAP 4460 runs it at 387Mhz. Dante3hs has a Galaxy S i9000 (PowerVR @ 200Mhz) and he gets garbage with OpenGL in games I don't (I have PowerVR @ 300Mhz). But yeah, the adreno 220 after being updated should be great. Now I hope we can figure out why people have issues with the 220 and what to do to make it better.
FPSE OpenGL info - click here

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Re: opengl and andreno 220/225 gpu

Postby Hiro14 » Fri Jul 13, 2012 8:39 am

I have been using Fpse on my S3 (andreno 225) for about 2 weeks. The performance has been quite poor no matter what setting(softGPU or openGL with filtering options off). I know that this is a screaming fast GPU but less than 50 frames no matter what I do makes me think there is some driver issues. I know that qualcomm released the drivers for the andreno 2xx series on the development website in April or May (I think). Would the developer benifet from taking a look at those drivers? Perhaps use that code to improve compatibility with the andreno chip?

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Re: opengl and andreno 220/225 gpu

Postby Hiro14 » Fri Jul 13, 2012 5:26 pm

i900frenchaddict wrote:@Hiro14: how many fps do you get on a game like Final Fantasy (7.8 or 9) with no frameskip and no filtering at all, in openGL? Also sometimes forcing 32-bit rendering improves fps. Sure that if you have less fps than my Sensation with Adreno 220, there's a problem somewhere.....!


I don't have the iso for 8 and 9 but I do have 7. Its very inconsistent frame rate with what you wanted me to test. In addition to the bolded settings above I also enabled alpha multipass and off screen drawing. The results were all over the place.

Cut Scenes -100~120 fps (I was surprised to see this high number)
In game walking around - 30~50
When a battle gets started - fps drops way down to 5 fps( it takes almost 30 seconds to go into battle mode because frames go sooooo slow.)
In battle 70~100 fps

I saw these numbers vary A LOT depending what was on screen. Sometimes I would get a huge boost of speed and then the next second it would drop clear down to like 15 fps. Such inconsistency makes it hard to play.

In most games I play (Legend of the Dragoon, Xenogears, and Metal Gear Solid) the fps on average is about 30-50fps with filtering off, no frameskip, and no frame limiter. Every so often I get a huge boost that sends my frames through the roof but that depends on how much is shown on screen.

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Re: opengl and andreno 220/225 gpu

Postby drgci » Fri Jul 13, 2012 7:18 pm

Hiro14 wrote:
i900frenchaddict wrote:@Hiro14: how many fps do you get on a game like Final Fantasy (7.8 or 9) with no frameskip and no filtering at all, in openGL? Also sometimes forcing 32-bit rendering improves fps. Sure that if you have less fps than my Sensation with Adreno 220, there's a problem somewhere.....!


I don't have the iso for 8 and 9 but I do have 7. Its very inconsistent frame rate with what you wanted me to test. In addition to the bolded settings above I also enabled alpha multipass and off screen drawing. The results were all over the place.

Cut Scenes -100~120 fps (I was surprised to see this high number)
In game walking around - 30~50
When a battle gets started - fps drops way down to 5 fps( it takes almost 30 seconds to go into battle mode because frames go sooooo slow.)
In battle 70~100 fps

I saw these numbers vary A LOT depending what was on screen. Sometimes I would get a huge boost of speed and then the next second it would drop clear down to like 15 fps. Such inconsistency makes it hard to play.

In most games I play (Legend of the Dragoon, Xenogears, and Metal Gear Solid) the fps on average is about 30-50fps with filtering off, no frameskip, and no frame limiter. Every so often I get a huge boost that sends my frames through the roof but that depends on how much is shown on screen.

Wow really low fps:( adreno 225 its 50% faster than adeno 220 and I got on my touchpad with adreno 220 gpu and overclocking CPU at 1.8ghz in final fantasy 7
Cutsceanes:~300fps
In game walking around:~75fps
In battle:70-100fps
Of course with opengl plugin!
I think the developer of fpse need to must work harder :)


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