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Thread: OpenGL ES hardware database and CapsViewer

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  1. #1
    PGDCE Developer de_jean_7777's Avatar
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    Your new version shows information properly on the Nexus S now. Meant to post about that, but seems you got it fixed without me needing to tell you One thing that is incorrect, is the CPU frequency, which is shown as 1400 MHz (maximum for the CPU that the kernel can allow, since it is cyanogenmod). The actual frequency is 1000 MHz. Not a big deal, but thought you should know.
    Existence is pain

  2. #2
    Quote Originally Posted by de_jean_7777 View Post
    Your new version shows information properly on the Nexus S now. Meant to post about that, but seems you got it fixed without me needing to tell you One thing that is incorrect, is the CPU frequency, which is shown as 1400 MHz (maximum for the CPU that the kernel can allow, since it is cyanogenmod). The actual frequency is 1000 MHz. Not a big deal, but thought you should know.
    It seemed that the code for selecting a context with the highest possible OpenGL ES version wasn't working on several devices, so I changed it and well, it seems to work

    And thanks for resubmitting the Nexus S with the correct OpenGL ES information version. As with the CPU Frequency, it's from the device information structure of android, so I don't know if I could easily detect wether the frequency is overclocked or not.

  3. #3
    Nice project! Works great on my Galaxy SIII mini. Didnt even know this device supported OGL ES2

  4. #4
    Realy nice project indeed!
    But I have a request. Could you make change to both glCapsViewer and OpenGL ES Caps viewer so that they alow comparison between different results.
    I would realy like to use such program as a troubleshooting tool to figure out why certain game runs on certain configurations and doesen't run or doesen't run properly on another configuration.
    It is not my game and I don't have information about the games Graphical Engine minimum requirements. Infact even game developers are not sure of minimum requirements as the game engine was not developed by them. I'm talking about Allegro here but since I'm tracking several other indie games I might be able to help the their developers also if/when similar problems occur.

  5. #5
    I have though about adding compare functions to both tools, but up until now I though it would be sufficent to have them in the online database. But it may really be a good idea to add them to the tools itself, making it easier to compare the current device with one from the online database. I'll see when I'll get around adding this feature.

  6. #6
    google play said : you're phone isn't compatible with this version!
    the phone is galaxy s advance.

  7. #7
    The app needs at least Android 3.0, the galaxy s advance only runs 2.3.6. And since I've set the sdk level for Anrdoid 3.0 as a requirement for my app, it won't install on devices that run lower Android versions. Though I may add support for lower android versions at some point in the future.

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