Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Android / Android Hardware where AGK Tier1running perfectly

Years of Service
User Offline
Joined: 15th Sep 2009
Posted: 4th Jan 2012 19:14
i own a cheap Huawei X3 mobile( 99€ including a 10€ gift )
and AppGameKit Player works perfect .
The Benchmarking shows constant over 40 fps,
size is 480x320.All examples works very well.

Which devices did you own, and how did the work for you?
The Zoq2
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 4th Jan 2012 21:53
I have a galaxy Note, it works like a charm! AppGameKit runs with 60fps. (You shuld probably expect that with a 1.4ghz dualcore cpu )
It has a realy nice screen to

It's not cheap though, 7000 SEK... About 1000$
Cliff Mellangard 3DEGS
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 9th Jan 2012 12:45
I use an ZTE Skate that works extremely well as an test platform.

And its extremly low on the price tag
Years of Service
User Offline
Joined: 8th Dec 2011
Posted: 9th Jan 2012 14:18
Works sweet on new acer a200 tablet
Years of Service
User Offline
Joined: 15th Jun 2008
Location: Ohio
Posted: 10th Jan 2012 16:10
I am useing a Acer 500a tablet works good androide 3.2 runs at 40 fps


Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
AGK Academic Backer
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 23rd Jan 2012 03:15
On a Samsung Galaxy Tab 10.1 The tier1 basic Benchmarking app is about 10/15 FPS ... It seems AppGameKit has problems to deal correctly with big screen/resolution

I have tried with only few sprite and the problem is the same. On a smartphone galaxy Ace .. benchmarking app runs at 25 fps (but it's a slow smartphone). But the Galaxy Tab, with NVidia Tegra 2 ... should rocks !

Any update to come to resolve this problem ?
Paul Johnston
TGC Developer
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 23rd Jan 2012 23:58
Quote: "But the Galaxy Tab, with NVidia Tegra 2 ... should rocks"

Unfortunately the Tegra 2 is fill rate limited, not helped by the fact that they are running high resolution screens. I did some experiments on a Xoom, also Tegra 2, and found that turning transparency off where possible helped. I tried to reduce the size of the frame buffer, i.e. render everything at halve the resolution then scale it up to full screen, but I couldn't get it to work in NDK. Maybe they'll support this in future, but otherwise you have to limit the number of transparent pixels you draw on these devices.
Years of Service
User Offline
Joined: 9th Jan 2006
Location: United Kingdom
Posted: 28th Jan 2012 18:38
I've had some good tests with heavy sprite usage, constant text updates and a few physics running at the same time on the following;

Samsung Galaxy S (Originally Android OS 2.1, updated to Android OS 2.3.5)
Samsung Galaxy Y (Android OS 2.3.5)
Sony Erickson X8 (Originally Android OS 1.6, updated to Android OS 2.1. Now running custom kernels and roms at Android OS 2.3.)

No slow down on the Galaxy S, slight slow down on the Y and the X8 struggled initially during the load of assets but picked it self back up again before struggling with physics objects.

I've got a Tab, Note, Kindle Fire, HTC Sensation and Sony Ericsson Xperia Arc to test on come Wednesday (Benefits of working at Mobile Phone store ) so I'll post some hard figures and try and get some screen captures too.

Login to post a reply

Server time is: 2023-12-01 04:16:00
Your offset time is: 2023-12-01 04:16:00