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? -- 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@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en