Android emulator faster and smoother then real device - performance

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

Related

Android Emulator, graphical glitches on Windows 11

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

Realsense Viewer / SDK does not open

I bought a Intel NUC Hades Canyon VR NUC8i7HVK PC and added an 8gb Kingston ValueRAM and 120GB Kingston UV500 SSD, running Windows 10, together with an Intel Realsense Depth Camera
I have tried to install the Realsense SDK, Realsense Viewer and Realsense Depth Quality tool aren't working.
They literally don't open without any error messages.
I have reinstalled it numerous times.
I'm intending to use it with the Nuitrack library and Unity for Skeleton tracking and have successfully done so with my regular computer.
However, now nothing seems to work anymore.
I have no idea how to go about it, since I don't know where to look. Any ideas?

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.

What graphics cards can I use for Windows 7 Phone development?

I downloaded the new SDK (7.1) for Windows Phone 7 development. When I try to run a Silverlight application I get a message telling me my graphics card isn't supported so the experience is downgraded. I can't run XNA programs at all.
I have a GeForce 6600 family card, which I thought would be good enough but I guess not. Can anyone tell me some graphics cards that are suitable that are also inexpensive and will support dual monitors at 1920*1280?
The Windows Phone Emulator requires a DirectX 10 or later graphics card with WDDM 1.1 driver. AFAIK the latest certified drivers (certainly for Windows 7) for the GeForce 6600 family of graphics cards fit these requirements, so you may just need to update your drivers.
Did you have the newest graphic card drivers installed? I can run XNA games (tested with a Windows phone) on a Intel onboard graphics (Intel HD3200 I think).
If the driver doesn't help choose from a current card or the previous generation. How much many do you want to spend?

Is the Oct 2010 Macbook Air able to run WP7 tools with GPU recognition?

Pretty much as the title says, using bootcamp.
WDDM1.1 compliance and GPU recognition confirmed by the WP7 emulator running with EnableFrameRateCounters showing.
I'm considering a Macbook air as a compromise to resolve a need to access iphone dev tools and upgrade my Win7 mobile capability to something reasonably performant with one device.
My current laptop barely runs Win7 and borders on unusable for WP7 tooling hence the interest to try and solve two problems with one device - if realistic.
I assume if the device can run WP7 tools satisfactorily, it would be capable of anything else I might want to do when booted under Win7.
The new MacBook Airs do not have very powerful processors. The 11" maxes at 1.66 Ghz, while the 13" maxes at 2.13 Ghz. However, they do have the same GPU as the current 13" MacBook Pro. Also, since they use solid state drives, data access is significantly faster. Overall, it will not be the fastest computer you've used, but it should be enough to work.
I've bought one, but since it's going to the wife, I won't be able to test it in depth.
Instead, the MacbookPro 13" from '09 works fine (monoTouch+iOS dev and bootcamp to vstudio+wp7 dev). I upgraded to 4 gigs memory and that helped, also the disk is slower than I'd like. It responds like a mid-grade desktop, imo.
The problem I see is that the processor on the air's is ULV with a really slow clock, also the sdd in the base version is only 64g which is going to be cramped, I think.
Consider this: many Mac gamers install Windows with bootcamp just to have better gameplay experience.
That's because Windows have native access to the GPU through bootcamp.
http://www.mth.kcl.ac.uk/~shaww/web_page/grid/macgpu.htm (2009 article)
http://www.gpgpu.org/forums/viewtopic.php?t=3766&highlight=bootcamp (2007 article)
So the answer is yes.

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