Author Topic: The difference of performance of FrameBuffer.blit() on different devices.  (Read 1578 times)

Offline kiffa

  • long
  • ***
  • Posts: 199
    • View Profile
The same code to blit a full screen transparency texture:
Code: [Select]
frameBuffer.blit(mSpeedUpTexture, 0, 0, 0, 0, 128, 64, Constant.screenWidthPx, Constant.screenHeightPx, 0xff, false);
but cause the different performance on different devices:

1,  On Tegra2, when bliting, the FPS droped from 59 to 49. Screen: 800*480

2, On Adreno305, when bliting, the FPS(62-63) nearly doesn't drop. Screen: 960*540

What's the possible reason? Is this a fill rate issue? If I FrameBuffer.resize(400*240), the fps(59-60) won't drop when bliting on Tegra2.

And how to resolve this?
« Last Edit: August 28, 2013, 11:58:42 am by kiffa »

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
Tegra 2 is crap. It has low fillrate, low overall performance...there's nothing you can do about it.