does powervr sgx530 support opengl 2.0?
its the same gpu as ipod touch 2nd gen and iphone 3g ?
its the same gpu as ipod touch 2nd gen and iphone 3g ?
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power vr
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does powervr sgx530 support opengl 2.0?
its the same gpu as ipod touch 2nd gen and iphone 3g ? (02-22-2013, 12:11 AM)stodag Wrote: does powervr sgx530 support opengl 2.0? its the same gpu as ipod touch 2nd gen and iphone 3g ? Code: iPhone | PowerVR GPU | Playability
iPhone 3G, iPod Touch 2nd gen and earlier. | MBX Lite | Not possible, no OpenGL ES 2.0
iPhone 3GS, iPhone 4 | SGX 535 | Very slow
iPhone 4S, iPhone 5 | SGX543MP | FastSGX 530 does support OpenGL ES 2.0. It's one of the slowest GPUs that do though. No, the 3G has an ancient GPU that isn't much good for anything.
02-22-2013, 11:46 AM
(02-22-2013, 01:13 AM)xsacha Wrote:(02-22-2013, 12:11 AM)stodag Wrote: does powervr sgx530 support opengl 2.0? its the same gpu as ipod touch 2nd gen and iphone 3g ? What about ipod touch 4g?
I didn't list iPod Touch because they have the same hardware as iPhone of that generation.
So iPod Touch 4th generation = iPhone 4 = PowerVR SGX 535 = Very slow.
02-23-2013, 09:18 AM
yep mines power vr sgx530 ? not 535
galaxy scl i think its the same as iphone 3g thats why i asked if it suppoerted opengl 2.0
02-23-2013, 02:13 PM
(02-23-2013, 01:33 PM)stodag Wrote: yep mines power vr sgx530 ? not 535SGX530 better than MBX Lite, and yes, it support Open GL 2.0
Sony Xperia TX
02-23-2013, 02:48 PM
ok thx
02-24-2013, 09:29 AM
02-25-2013, 11:50 AM
i cant wait till we are at the point where any iso is playable like fpse
maybe another year or two....
Good news for powervr users!
I found a huge bottleneck that affects tiled renderers (but also others gpus like adreno but in a minor way), if removed performance literally doubles in all games I tried! (tested with unbuffered rendering), Lumines for example went from 24 to 60 fps with my sgx540. ![]() I'll send a pull request if I manage to make it work better, I have also to test it more.
03-10-2013, 10:26 PM
Ooh, what is it?
Basically tiled renderes don't like using alpha test/discard, I tried disabling this function in the FragmentShaderGenerator and found that perf more than doubled in gpu limited games! (almost all are with unbuffered rendering)
Now the key (if possible) is using Alpha Blend Mode instead, setting the value to '0' where discard should be used. Hope it can, or this can be used as an option (hack for slow gpu). ![]() Ps: I attached an example of typical perf boost in sgx540, also in adreno 205 I found perf increased but not that much, for example from 40 to 55 fps (with unbuffered rend as well).
03-10-2013, 11:35 PM
Ah, interesting
I'm sure the problem is that PSP games forget to disable alpha test and draw lots of solid geometry with it on, as on PSP it doesn't cost anything, while it hurts us badly on PVR. So if we can detect for example when games are using fully opaque textures and no alpha in vertices, then we can disable the alpha test for that drawing. And maybe we can do more specific hacks for some games. It will be complicated but likely worth it for many mobile GPUs.
03-10-2013, 11:42 PM
(03-10-2013, 11:35 PM)Henrik Wrote: Ah, interesting Could that possibly be the problem with unusually slowed-down games like God of War? |
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