4-5k polys per frame seems about right from my experience on a G1

On Nov 9, 1:42 pm, Patrick <nemon...@gmail.com> 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 but the only information I
> can find for real "Phone" performance is more like 100 Kpolys/sec
> which is just 2,5% of the stated possible performance. (These numbers
> are old, mid 2008 from what I can find)
> While I understand the JNI calls limit the speed a bit but can it
> really be that much?
> Quick math then says
>
> 4 Mpolys / 25 fps = 160000 polys for each frame
>
> 100 Kpolys / 25fps = 4000 polys for each frame
>
> then on that you need to remove some since you probably want some
> other stuff running as well so lest say half that a frame to keep a
> steady 20fps+ and with the overhead of JNI also included, if the phone
> then can't push out more than 100 Kpolys/sec you end up with maybe a
> 1000-2000 polys for each scene which is really limiting for a game
> compared to maybe 60-80K polys.
>
> Is there any real test numbers out there for the ADP1 as to what it
> really can push out and if so how big difference is the Java OpenGL ES
> calls via JNI compared to native code for OpenGL ES hooked from a
> Java?

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