Android Emulator, graphical glitches on Windows 11 - windows

I have a Windows 11 machine, with a RTX 3050 graphics card. It's a Dell G15 laptop. I cannot find a (good) solution to the graphical glitches that appears on an Android Emulator.
The only "solution" I found was to change the hw.gpu.mode in the config.ini file from auto to guest. That fixes the glitches, but causes really bad performance issues and one app I developed with Flutter for my company straight up doesn't load. (loads when hw.gpu.mode=auto).
I'd appreciate if you can point me to the right direction to solving this. Let me know if you need any other details about my machine:
OS: Windows 11 Home Single Language [64-bit]
Kernel: 10.0.22000.0
CPU: 11th Gen Intel(R) Core(TM) i5-11260H # 2.60GHz
GPU: NVIDIA GeForce RTX 3050 Laptop GPU
Nvidia driver version: 516.94 (Downloaded the "Game ready driver" from GeForce Experience)

This problem is only on emulators with android 12+, personally i installed a device with android 11 and a second device with android13 for tests.

It seems like dedicated Nvidia GPU's are causing the problem. I have a 3060 laptop and I have the same issue and when I set it to guest it seems to work. My guess is that setting changes it from using the GPU to the CPU. I would recommend you try setting android studio to use integrated graphics instead of dedicated. Since I have a 8 core CPU compared to a 4 core CPU of yours, I'm guessing that's the reason I don't get as bad performance

Related

Initializing D3D12 debug interfaces failing on laptop with GeForce 960M

When I try to call D3D12GetDebugInterface or CreateDXGIFactory2 with the flag DXGI_CREATE_FACTORY_DEBUG, the calls are failing on my laptop, but not on my desktop. Other calls work fine on the laptop and I can render stuff -- I just can't initialize the debug layer. The desktop has an oldish GeForce 650 Ti, and the laptop is a Dell XPS15 laptop (latest gen), which has a GeForce GTX 960M. Both have the latest drivers (361.43). Any ideas what could be going wrong?
I posted on the NVIDIA devtalk forum first, but cross-posted to stackoverflow because the official NVIDIA forum seems pretty dead.
For Direct3D 12, both the debug layer and the WARP12 device are part of the Graphics Tools feature-on-demand which is not part of the default install. You need to enable it on your desktop system.
This FOD package is specific to your version of Windows 10. If you had it enabled but then upgrade the OS (say from 10240 to 10586) the existing Graphics Tools feature-on-demand is disabled. You need to re-enable it so the newer matching version can be installed.
See Visual C++ Team Blog

Does Kinect for windows v2 work with Parallels?

Does Kinect for windows v2 work on mac pro using windows 8.1 that is running on top of Parallels?
Considering Kinects v2's minimum hardware requirements below (copied from this MSDN blogs), it is not possible for windows 8/8.1 running on top of Parallels to recognize and run Kinect v2. The latest version of parallels v10, as of the time of this answer, only supports DirectX 10 which is below the minimum requirement. I have tried it myself, but no success even with Parallels Gaming Mode. Moreover, in order for Kinect to be recognized you need the full USB 3.0 bandwidth.
Alternative solution as discussed inthis MSDN blog, is to use WindowsToGo or by installing Windows using boot camp.
Kinects v2 minimum required capabilities:
64 bit (x64) processor
4 GB Memory (or more)
I7 3.1Ghz (or higher)
Built-in USB 3.0 host controller (Intel or Renesas chipset).
If you’re adding USB 3.0 functionality to your existing PC through an adapter, please ensure that it is a Windows 8 compliant device and that it supports Gen-2. See the troubleshooting section of Getting Started for more information.
DX11 capable graphics adapter (see list of known good adapters below)
Intel HD 4400 integrated display adapter
ATI Radeon HD 5400 series
ATI Radeon HD 6570
ATI Radeon HD 7800 (256bit GDDR5 2GB/1000Mhz)
NVidia Quadro 600
NVidia GeForce GT 640
NVidia GeForce GTX 660
NVidia Quadro K1000M
A Kinect v2 sensor, which includes a power hub and USB cabling.

Android emulator faster and smoother then real device

August 2013:
I have Android NDK Open GLES 2.0 simple Match3 game built for atom CPU
GPU and HAXM is enabled in emulator.
I run it on laptop (iCore 5 8GB, ATI Radeon HD 1GB) and PC (Core 2 Duo 8GB ATI Radeon 512MB) in emulator
Game runs smooth on all devices but not in emulator.
My question is "Why I see lags on PC and laptop?"
I read many posts and they advice to enable HAXM, GPU and build for atom.
OpenGL games run smooth on these PCs.
WebGL sites run smooth.
I think emulator with HAXM must run atom code on Intel CPU faster then mobile runs ARM code.
Also I think Desktop GPU must emulate OpenGLES 2.0 faster then mobile GPU does that.
What chain course lags ?
That question was asked many times in different forms but there is persistent improvements in emulator.
I think emulator of today August 2013 must run (NDK+atom+GPU) code faster then any phone just because it is same native 1 to 1 codes that run on more powerful, more hotter CPU and GPU.
I am able to record video of OpenGL game on my desktop.
I wish to record game play of Android game as well.
That is why I wish to run it smooth at 30-60 FPS.
Does http://www.android-x86.org/ in VirtualBox may offer smoother gameplay ?
have you tried using genymotion, it is the fastest emulator out there on the market right now

What do I need to do to get WebGL up and running on my Mac?

I've got a 2007 MacPro, 8GB RAM, 2 x NVIDIA GeForce 7300 GT (256 MB). I tried to look at a couple of Google's WebGL demos, for example this one but am unable to do so because
my system is not WebGL compatible.
I'm running Lion and the latest version of Chrome - what else do I need to do? Or is my 'bleeding-edge' workstation now a relic of the past?
You need a compatible browser, and half-way decent hardware. (Which you have)
See http://get.webgl.org for better instructions.
[EDIT!]
Actually, after looking through get.webgl.org a bit more, they explicitly state that your card is incompatible:
If you have the following graphics cards, WebGL is unsupported and is disabled by default:
Mac:
ATI Radeon HD2400
ATI Radeon 2600 series
ATI Radeon X1900
GeForce 7300 GT
This is probably because of driver bugs that they've found affect the stability of the browser. (Most vendors have lousy OpenGL support, even on systems like the Mac!)
You still may be able to force WebGL to enable through by navigating to about:flags in Chrome and seeing if it has an Enable WegGL option.

glGetError hangs for several seconds

I am developing an OpenGL application and I am seeing some strange things happen. The machine I am testing with is equipped with an NVidia Quadro FX 4600 and it is running RHEL WS 4.3 x86_64 (kernel 2.6.9-34.ELsmp).
I've stepped through the application with a debugger and I've noticed that it is hanging on OpenGL calls that are receiving information from the OpenGL API: i.e. - glGetError, glIsEnabled, etc. Each time it hangs up, the system is unresponsive for 3-4 seconds.
Another thing that is interesting is that if this same code is run on RHEL 4.5 (Kernel 2.6.9-67.ELsmp), it runs completely fine. The same code also runs perfectly on Windows XP. All machines are using the exact same hardware:
PNY nVidia Quadro FX4600 768mb PCI Express
Dual Intel Xeon DP Quad Core E5345 2.33hz
4096 MB 667 MHz Fully Buffered DDR2
Super Micro X7DAL-E Intel 5000X Chipset Dual Xeon Motherboard
Enermax Liberty 620 watt Power Supply
I have upgraded to the latest 64bit drivers: Version 177.82, Release Date: Nov 12, 2008 and the result is the exact same.
Does anyone have any idea what could be causing the system to hang on these OpenGL calls?
It appears that this is an issue with less-than-perfect NVidia drivers for Linux. Upgrading to a newer kernel appears to help. If I am forced to use this dated kernel, there are some things that I've tried that seem to help.
Defining the __GL_YIELD environment variable to "NOTHING" prior to starting X seems to increase stability with this older kernel.
http://us.download.nvidia.com/XFree86/Linux-x86_64/177.82/README/chapter-11.html
I've also tried disabling Triple Buffering and Flipping.
I've also found that these forums are very helpful for Linux/NVidia problems. Just do a search for "linux crash"
You may be able to dig deeper by using a system profiler like Sysprof or OProfile. Do other OpenGL applications using these calls exhibit similar behavior?

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