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Strange behaviour with buffered rendering
01-30-2013, 02:31 PM (This post was last modified: 01-30-2013 02:37 PM by JumperTwo.)
Post: #1
Strange behaviour with buffered rendering
while testing my games (for example MotoGp) , i noticed that with buffered rendering enabled (and of course JIT and fastmem) i only got a very little speedboost and this is strange because i got a relative powerful phone, an xperia s with a 1.5 ghz Scorpion and Adreno 220, that should be at least on par with a 1.2 ghz cortex-A9 (in theory 5% more faster).i already have seen videos of many 1.0 ghz A9 (with slower gpu) devices hitting much more speed than me. the curious thing is that if i disable buffered rendering , i got full speed on all my games (but emulation's window only cover 1/4 of the screen) could be a problem with Adreno driver?

i run last nighty ppsspp (3ff46cff05) on gingerbread (stock).
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01-30-2013, 02:41 PM (This post was last modified: 01-30-2013 02:44 PM by Carter07.)
Post: #2
RE: Strange behaviour with buffered rendering
If you enable buffered rendering BUT without 2x resolution checked you should be close to full speed in some games.

What do you mean by "emulation's window only cover 1/4 of the screen"? In android it's always full screen.
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01-30-2013, 02:59 PM
Post: #3
RE: Strange behaviour with buffered rendering
(01-30-2013 02:41 PM)Carter07 Wrote:  If you enable buffered rendering BUT without 2x resolution checked you should be close to full speed in some games.

What do you mean by "emulation's window only cover 1/4 of the screen"? In android it's always full screen.

i already run without 2x resolution enabled.

this is what i got with buffered rendering disabled :
   
in this case the game run fullspeed (even with sound on)
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01-30-2013, 03:18 PM (This post was last modified: 01-30-2013 03:26 PM by Carter07.)
Post: #4
RE: Strange behaviour with buffered rendering
I tried also in my 2 devices (Acer s120 gingerbread and LG L9 ics) and it's a bug, I think nobody found it because we are all using buffered rendering on. Smile

With this strange bug it's noticeably faster also for me (adreno 205 and sgx540 overclocked) but the screen is flickering a lot.
Speed is better because the emulator is rendering graphics at 1/4 resolution, if it's faster that means also your device with adreno 220 is gpu limited at psp's native resolution (480x272).
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01-30-2013, 03:30 PM (This post was last modified: 01-30-2013 03:31 PM by JumperTwo.)
Post: #5
RE: Strange behaviour with buffered rendering
(01-30-2013 03:18 PM)Carter07 Wrote:  I tried also in my 2 devices (Acer s120 gingerbread and LG L9 ics) and it's a bug, I think nobody found it because we are all using buffered rendering on. Smile

With this strange bug it's noticeably faster also for me (adreno 205 and sgx540 overclocked) but the screen is flickering a lot.
Speed is better because the emulator is rendering graphics at 1/4 resolution, if it's faster that means also your device with adreno 220 is gpu limited at native resolution (480x272).

i think resolution is always the same. buffered rendering works at native too (as you say 480x272) ,but it's stretched to match phone's display dimension (without checking aspect ratio i guess)
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01-30-2013, 03:51 PM (This post was last modified: 01-30-2013 03:57 PM by Carter07.)
Post: #6
RE: Strange behaviour with buffered rendering
(01-30-2013 03:30 PM)JumperTwo Wrote:  
(01-30-2013 03:18 PM)Carter07 Wrote:  I tried also in my 2 devices (Acer s120 gingerbread and LG L9 ics) and it's a bug, I think nobody found it because we are all using buffered rendering on. Smile

With this strange bug it's noticeably faster also for me (adreno 205 and sgx540 overclocked) but the screen is flickering a lot.
Speed is better because the emulator is rendering graphics at 1/4 resolution, if it's faster that means also your device with adreno 220 is gpu limited at native resolution (480x272).

i think resolution is always the same. buffered rendering works at native too (as you say 480x272) ,but it's stretched to match phone's display dimension (without checking aspect ratio i guess)

Yes you're right, it's not 1/4 but 480x272.
In windows buffered rendering itself doesn't seem to affect performance (in obscure I get the same 220fps with fps limiter disabled).
Maybe in android it does because upscaling is expensive for the gpu.
I'm sure it's due to gpu because I see cpu usage always at 100% with buffered rendering off, with it on it's at 70-80% but it varies in different games.
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01-30-2013, 04:02 PM (This post was last modified: 01-30-2013 04:28 PM by JumperTwo.)
Post: #7
RE: Strange behaviour with buffered rendering
hm,i guess 40-50% performance hit is a little bit too much,i don't think it's that heavy.i'd like to hear what Henrik thinks about this

edit : devices with multi core gpu (for example Samsung Galaxy S2 and Samsung Galaxy S3, with their Mali 400 Mp4 ) don't seem to be affected by this , maybe because the driver takes the upscaling work and it's overhead to a second gpu's core?
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01-30-2013, 04:10 PM (This post was last modified: 01-30-2013 04:29 PM by Apology11.)
Post: #8
RE: Strange behaviour with buffered rendering
Your right with buffered rendering off its only 1/4 of the scrren, about performance I cnat say anything, as I'm only able to test cube right now.

Test with cube.elf and my Xperia S on Pac 19.3 (android 4.1.2)

With buffered rendering and 2x:
About 43 fps

With buffered rendering (480x270):
About 48 fps

Without buffered rendering:
About 33fps


Using latest git build
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01-30-2013, 04:41 PM (This post was last modified: 01-30-2013 05:06 PM by JumperTwo.)
Post: #9
RE: Strange behaviour with buffered rendering
(01-30-2013 04:10 PM)Apology11 Wrote:  Your right with buffered rendering off its only 1/4 of the scrren, about performance I cnat say anything, as I'm only able to test cube right now.

Test with cube.elf and my Xperia S on Pac 19.3 (android 4.1.2)

With buffered rendering and 2x:
About 43 fps

With buffered rendering (480x270):
About 48 fps

Without buffered rendering:
About 33fps


Using latest git build

you are running on ics, so you should have updated Adreno driver.i can't think of something else.anyway i tested again my games and some other, all of them are 50% slower with buffered rendering on
can you test a real game when/if you have time?

edit : i tested cube.elf and this is what i got :
49 fps with buffered rendering on

60 fps with buffered rendering off
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01-30-2013, 04:50 PM
Post: #10
RE: Strange behaviour with buffered rendering
On my Xperia Play locoroco runs nearly full speed without buffered rendering. With buffered rendering activated it runs about 50-60% speed.
Wipeout Pure also runs with better framerate but with a black square in upper part (buffered rendering off, jit and fastmem activated).
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01-30-2013, 04:56 PM
Post: #11
RE: Strange behaviour with buffered rendering
(01-30-2013 04:50 PM)YurakuV34 Wrote:  On my Xperia Play locoroco runs nearly full speed without buffered rendering. With buffered rendering activated it runs about 50-60% speed.
Wipeout Pure also runs with better framerate but with a black square in upper part (buffered rendering off, jit and fastmem activated).

are you running on gingerbread or ice cream sandwich?
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01-30-2013, 05:02 PM (This post was last modified: 01-30-2013 05:04 PM by Carter07.)
Post: #12
RE: Strange behaviour with buffered rendering
(01-30-2013 04:56 PM)JumperTwo Wrote:  
(01-30-2013 04:50 PM)YurakuV34 Wrote:  On my Xperia Play locoroco runs nearly full speed without buffered rendering. With buffered rendering activated it runs about 50-60% speed.
Wipeout Pure also runs with better framerate but with a black square in upper part (buffered rendering off, jit and fastmem activated).

are you running on gingerbread or ice cream sandwich?

I don't think it's a driver issue because my acer liquid metal is on gingerbread but I updated adreno 205 driver (version of march 2012).
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01-30-2013, 05:04 PM
Post: #13
RE: Strange behaviour with buffered rendering
Yep its an emu bug.I got power vr and face that prob.
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01-30-2013, 05:05 PM (This post was last modified: 01-30-2013 05:05 PM by Carter07.)
Post: #14
RE: Strange behaviour with buffered rendering
(01-30-2013 05:04 PM)stodag Wrote:  Yep its an emu bug.I got power vr and face that prob.

Did the performance increased also for you?
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01-30-2013, 05:06 PM (This post was last modified: 01-30-2013 05:08 PM by YurakuV34.)
Post: #15
RE: Strange behaviour with buffered rendering
JumperTwo Wrote:are you running on gingerbread or ice cream sandwich?

GingerBread 2.3.4 (stock rom).
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