Shaun,

Most "effects" are things that you program so to enable/disable them,
you have to do it in your own code.  Most other primitive features
like fog, lights and texture filtering are all controllable in GL, so
you wouldn't need any additional configuration options for your GPU.

I'm comfortable saying that all we need is a relative class of GPUs
that basically indicates how much raw power they have.  I'm trying to
make my new game scale across all phones but I'm having a problem on
the ones with software renderer.  No matter how far I drop the res of
my textures or how basic I make things, I can't get over 10 fps on
it.  That's where I'd like to draw the line and say that my game just
can't be installed on it.  I know I can never provide a good
experience on it, and thus the basic class system.


On Dec 18, 2:15 pm, shaun <[email protected]> wrote:
> And to be able to access the device's setting for GPU class (or
> whatever it ends up being) programmatically at runtime if we want to
> disable/enable features/effects based upon its value.
>
> On Dec 18, 3:12 pm, shaun <[email protected]> wrote:
>
> > I think Robert Green is on the right track.  We need something like
> > this now!
>
> > On Dec 18, 2:34 pm, Robert Green <[email protected]> wrote:
>
> > > I'd really like to see a GPU Class enumeration starting with the
> > > software renderer.
>
> > > android:gpuClass="integer"
>
> > > class 0 = software renderer
> > > class 1 = MSM7200 series
> > > class 2 = PowerVR SGX series
> > > class 3 = Some faster, more powerful GPU
> > > etc...
>
> > > This way, we could specify that a game only works on class-2 and above
> > > hardware.  It would make it MUCH easier for us to build high-quality
> > > games targeted at "gamer" phones.
>
> > > This in conjunction with a GL ES version would be perfect, however I
> > > believe there will be some overlap.  My gut says that using the
> > > proposed class system, one would expect class 2 and above GPUs to
> > > support OpenGL ES 2.0.  Perhaps in the future some class 5 GPUs will
> > > support 2.1 or 3.0 or whatever comes down the pipeline.
>
> > > On Dec 18, 4:05 am, Hexage <[email protected]> wrote:
>
> > > > There is growing list of upcoming devices (HTC Tattoo, HTC Legend,
> > > > MOTO MT710, etc.) without hardware accelerated OpenGL. Basically all
> > > > devices based on a low-end chip (Qualcomm MSM72xx, Marvell PXA310)
> > > > will not feature GPU. However many games rely on a hardware
> > > > accelerated OpenGL for lag-free rendering.
>
> > > > Currently, we can use:
>
> > > > <uses-feature android:glEsVersion="integer" />
>
> > > > to specify the GLES version needed by the application. I assume that
> > > > this requirement will be satisfied with the Android PixelFlinger (the
> > > > software renderer) which is not what we want. Is there any way to
> > > > specify a hardware accelerated OpenGL as a requirement in the
> > > > manifest?
>
> > > > Something like this would be great:
>
> > > > <uses-feature android:name="android.hardware.gpu" />
>
> > > > Thanks,
> > > > David- Hide quoted text -
>
> > > - Show quoted text -- Hide quoted text -
>
> > - Show quoted text -

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