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1080p Phones

1080p Phones

by Stefan on Jul 3rd, 2013 07:30 AM

At the moment no Phone can run Quake in 1080p Resolution with 60 fps.
There might be an issue inside Quake that brings a big performance hit when going to Full HD

Please use the Dive Unity Demo to test Head Tracking.

Stefan

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Joined: 30.06.2013

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Re: 1080p Phones

by sven on Jul 11th, 2013 00:13 AM

I ran the Quake 2 demo on a cheap chinese iOcean X7 phone (MT6589 quad core A7 CPU @ 1.2Ghz) and it delivers a constant 50+fps. Looks like that is the limit for some reason.
It runs very smoothly and the 440dpi display looks stunning in the OpenDive: No screen door effect whatsoever!

sven

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Joined: 02.07.2013


Re: 1080p Phones

by JustMeDaFaq on Oct 22nd, 2013 12:21 PM

@Stefan, did you may checked, if its happen on 1080p phones, due to gpu pixel fillrate? Had a similiar problem with a Tropical Forest scene ive created for tests, which runs at around 40fps on my galaxy s3, tho tested it also on my xperia Z, got an average of 25fps on my xperia z rendered in 1080p (scene was unoptimized), tho, same scene but rendered in 720p and upscaled, ive got constant 45-50 fps on my xperia z.

JustMeDaFaq

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Re: 1080p Phones

by Stefan on Oct 23rd, 2013 10:43 AM

can you explain how you upscale a scene ?

Stefan

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Joined: 30.06.2013

dive-owner


Re: 1080p Phones

by JustMeDaFaq on Oct 24th, 2013 08:44 AM

"Stefan" wrote:
can you explain how you upscale a scene ?


I used Unity for my test scene, rendering a game in a different resolution & upscaling it for getting fullscreen, is quite easy in Unity, just use this function:

Example: Screen.SetResolution(1280, 720, false);
Reference: http://docs.unity3d.com/Documentation/S ... ution.html

Tested also a solution in UDK which works without problems.

Tho, since now, i had no time for loooking into quake2 source code, tho, il planning on looking at it (especially related to 720 rendering on 1080p phones) when i got more time (likely on saturday/sunday). If no one did till then.

The whole Fillrate thingy is a big and important topic imho, thats why current gen home consoles rendering most games in 720p (or call of duty is even lower than 720p), to use the power for more objects/AI/details/better looking shaders/ textures etc instead of rendering to 1080p.

Cant test it, since i do not have a dive yet, but screendoor effect, when rendering to 720p, on the dive, should be the same as when you render to 1080p, since all pixel are getting filled/used.

Edited due to: wording ;)

JustMeDaFaq

Posts: 82

Joined: 15.10.2013


Re: 1080p Phones

by James Benjamin on Jul 7th, 2022 11:49 AM

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James Benjamin

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