[mono-android] OpenGL/OpenTK performance :(
Nikolai Sander
nikolai at eodsoft.com
Mon Mar 14 13:03:46 EDT 2011
Yes I have. This has nothing to do with the size of the triangles or blending. It is purely dependent on the number of triangles. My assumption is that there's some very slow marshaling going on for GL.BufferData().
BTW, the graphics chip of the nexus one is far superior to the one in the iPhone 3GS: http://www.taranfx.com/nexus-one-vs-iphone-3gs
My app runs faster on the *original* iPhone than on the Nexus One!
Do you (or anyone else here) actually have an OpenGL ES/OpenTK monodroid app that runs with acceptable speed on the Android?
Thanks,
Nikolai
On Mar 12, 2011, at 1:45 PM, Kestutis Tauckela wrote:
> Hi,
>
> Have you tried scaling your polygons down many times just to test performance. If you would start getting decent FPS using scaled down polygons, my guess would be that fill rate of your phone is not good enough for your game.
>
> Good luck,
> Kestutis Tauckela
> http://www.outlanderstudios.com
>
> On Fri, Mar 11, 2011 at 9:32 PM, Nikolai Sander <nikolai at eodsoft.com> wrote:
> Hi,
>
> I have a game-like project for MonoTouch that is running at 30fps on iOS (iPod touch 3rd gen). I'm rendering around 1500 alpha blended textured triangles per frame.
>
> I just recompiled my code for MonoDroid. 99% of the code, especially the render loop is identical. The only difference is loading textures and user input. On a Nexus One I get about 3 frames per second running in Release. That's 1/10th of the speed on iOS!
>
> I'm using one VBO that contains all vertices and am writing it every frame.
>
> Does anybody on here have similar experiences? I'm running out of ideas but in this state MonoDroid and OpenTK is unusable for me... :(
>
> Any help is appreciated!
>
> Thanks!
> Nikolai
>
>
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