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Mali vs. Other GPU's / Performance Bottlenecks
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Mali vs. Other GPU's / Performance Bottlenecks
Bodo Pfeifer
over 12 years ago
Note: This was originally posted on 6th June 2013 at
http://forums.arm.com
Hi,
our game runs fine on Tegra, Adreno, etc. but not on Mali powered devices.
On Mali we have like 5-10 FPS where other devices have ~30 FPS. Our game engine is multiplatform and all the devices use nearly the same GL code (except texture format handling and such).
This is really bad on Samsung devices that have other GPU's in different countries (Samsung S3 Northamerica is Adreno powered -> fine, Samsung S3 Europe have Mali GPU's -> problem). From a subjective view this is the same device, one is running the game fine and one not.
So my question is: Are there any Mali specific bottlenecks known that could cause such performance problems?
I know this is kind of a wide question, but maybe there are 'hidden' don't's which are vital to consider.
Thanks in advance,
Bodo
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Bodo Pfeifer
over 12 years ago
Note: This was originally posted on 7th June 2013 at
http://forums.arm.com
Thanks for the answer.
We are using glTexImage2D and ~Sub only for uploading textures. Not per frame or some other interval, if that is what you meant with 'during run-time'.
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Bodo Pfeifer
over 12 years ago
Note: This was originally posted on 7th June 2013 at
http://forums.arm.com
Thanks for the answer.
We are using glTexImage2D and ~Sub only for uploading textures. Not per frame or some other interval, if that is what you meant with 'during run-time'.
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