Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
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08-18-2013, 10:52 AM
(This post was last modified: 08-18-2013 02:35 PM by RinkuFO.)
Post: #1
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Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
I am wondering if using smartphone's native resolution will boost some performances?
Because I think sometimes using its native resolution makes the process optimized than forcing specific resolutions, but sometimes it gives slower than the x2 PSP's Resolution because of its higher resolution. Correct me if I am wrong. PC Specifications: Windows 7 Ultimate 64-bit, 8GB of RAM 1680x1050p 60Hz Intel i3 2100 @3.10GHz Powercolor Radeon HD 6970 (2GB, GDDR5) Smartphone Specifications: Sony Xperia S = Qualcomm Snapdragon S3 MSM8260(Dual-Core @1.5GHz Scorpion, Adreno 220, 1GB RAM) Android 4.1.2 |
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08-18-2013, 11:10 AM
Post: #2
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RE: Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
Moved.
♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing ♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing ♦ PSP-3004 | 6.60 PRO-C2 |
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08-18-2013, 05:15 PM
Post: #3
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RE: Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
Well, buffered rendering display more things and do more check, that's why it's slower... If you add the native resolution, it will be way more slower since the number of pixel will increase drastically... (My phone is fullhd)...
Hey everybody, tired of the way games are reported here? look here ->> http://forums.ppsspp.org/showthread.php?tid=5901 --Current Mobile device-- Htc one, Xplay, Walkman z, Samsung ace IIx (crap) --Current Computer-- 1x (e8200, shitty ram (3go), 9600gt) 1x (e6750, better ram (2go), no video card) 1x (i5-3210M, ram (4Go),650M) |
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08-18-2013, 06:19 PM
(This post was last modified: 08-18-2013 06:20 PM by GuilhermeGS2.)
Post: #4
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RE: Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
Well, if we disable the Anti-Alising, the graphics get a bad resolution. If we enable the option, the resolution is 2x more than native. I agree that would be nice have a native resolution option.
At least for my device that have the resolution in 800x480. But the native resolution would be same that not use buffer rendering. Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636) PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro |
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08-18-2013, 08:22 PM
Post: #5
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RE: Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
Better resolution configuration is coming but I won't have time for it before 0.9.
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08-19-2013, 01:23 AM
(This post was last modified: 08-19-2013 02:43 AM by RinkuFO.)
Post: #6
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RE: Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
(08-18-2013 05:15 PM)cloud1250000 Wrote: Well, buffered rendering display more things and do more check, that's why it's slower... If you add the native resolution, it will be way more slower since the number of pixel will increase drastically... (My phone is fullhd)... a yes, I assumed that 1080p resolution smartphones will given worst speed because of buffers larger size. I am thinking about how 720p resolution smartphones will just hurt the performance a bit, but I am not sure. (08-18-2013 08:22 PM)Henrik Wrote: Better resolution configuration is coming but I won't have time for it before 0.9. cool! sure take your time Henrik, I'll look forward and wait for it. PC Specifications: Windows 7 Ultimate 64-bit, 8GB of RAM 1680x1050p 60Hz Intel i3 2100 @3.10GHz Powercolor Radeon HD 6970 (2GB, GDDR5) Smartphone Specifications: Sony Xperia S = Qualcomm Snapdragon S3 MSM8260(Dual-Core @1.5GHz Scorpion, Adreno 220, 1GB RAM) Android 4.1.2 |
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08-19-2013, 02:28 AM
(This post was last modified: 08-19-2013 02:28 AM by GuilhermeGS2.)
Post: #7
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RE: Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
When I said native resolution, I don't mean exactly the native resolution of phone, I mean the normal resolution of non-buffer rendering mode. It will be more faster.
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636) PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro |
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08-19-2013, 02:32 AM
(This post was last modified: 08-19-2013 02:50 AM by RinkuFO.)
Post: #8
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RE: Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
(08-19-2013 02:28 AM)GuilhermeGS2 Wrote: When I said native resolution, I don't mean exactly the native resolution of phone, I mean the normal resolution of non-buffer rendering mode. It will be more faster. wasn't the non-buffer rendering mode uses the smartphone's native resolution? EDIT: as unknownbrackets said: "it entirely depends on your device's resolution, really. Non-buffered means this: 1. Draw at native resolution (if that means 1080p, 4x the dimensions of the PSP, so be it.)" non-buffering just dont buffers to VRAM, which given more speed. but I am doubting using smartphone's native that could provide optimzations and gives boost speed? PC Specifications: Windows 7 Ultimate 64-bit, 8GB of RAM 1680x1050p 60Hz Intel i3 2100 @3.10GHz Powercolor Radeon HD 6970 (2GB, GDDR5) Smartphone Specifications: Sony Xperia S = Qualcomm Snapdragon S3 MSM8260(Dual-Core @1.5GHz Scorpion, Adreno 220, 1GB RAM) Android 4.1.2 |
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08-19-2013, 02:39 PM
Post: #9
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RE: Suggest: Use Smartphone's native resolution when 'Buffered Rendering' mode
I just know that the Buffer Rendering with Anti-Alising, is the double the native resolution. You can see the graphics details, and isn't just because we have better graphics effects. For some games that not have difference in graphic with or without buffer rendering, you also can see difference, the graphics are more rounded.
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636) PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro |
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