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Can we" hack " the UI opengl acceleration ?

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#21
Hogweed

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Eh? Why should purpose designed graphics hardware use more power to complete a task than a general purpose cpu doing it the hard way?

What do you mean "when needed"?. Don't you think it is needed in, for example, the launcher where it is supposed to be but apparently isn't? and what about the original stock ICS camera app which apparently falls over in places due to lack of OpenGL support?

Edited by Hogweed, 30 July 2012 - 07:21 PM.

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#22
MiguelPereira

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And when opengl is implemented globally and permanentely people will complain about battery life...

Opengl is present and running on ics b927... only when needed!

Ok... So what would be the best ratio between performance and battery life?
Leaving "Force GPU Rendering2 On or Off?
«It would be nice if I can achieve 2 days per charge! :huh:

Edited by MiguelPereira, 30 July 2012 - 07:31 PM.

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#23
unaszplodrmann

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And when opengl is implemented globally and permanentely people will complain about battery life...

Opengl is present and running on ics b927... only when needed!


Sorry, you have no idea what you are talking about. OpenGL is present and being used on all Android ROMs, all of the time. Having rendering operations make use of specialist hardware instructions on the GPU actually reduces battery usage. Secondly, "opengl" as you put is already "implemented globally" in ICS; all applications use hardware acceleration where available by default. Less spout, more read! :P

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#24
Davidoff59

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yep gpu more efficient and frees up the cpu so its all good

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#25
Dazzozo

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Ok... So what would be the best ratio between performance and battery life?
Leaving "Force GPU Rendering2 On or Off?
«It would be nice if I can achieve 2 days per charge! :huh:


Currently having force GPU rendering on will do more harm than good. Not that you'd use that setting anyway if you had OpenGL working as intended... It's mostly a developer option, hence being under developer settings.

Most apps that have GPU rendering disabled have it disabled for a reason. (I remember visual artifacts and distortion in Cut The Rope with it turned on.)

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#26
rsrocha

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Sorry, you have no idea what you are talking about. OpenGL is present and being used on all Android ROMs, all of the time. Having rendering operations make use of specialist hardware instructions on the GPU actually reduces battery usage. Secondly, "opengl" as you put is already "implemented globally" in ICS; all applications use hardware acceleration where available by default. Less spout, more read! :P


Thats what i tried to say...

Without opengl the animations would not have that look and feel. I said when needed because if an app devel doesnt go for 3d hardware accel in the code, then opengl isnt needed or something like that.

I tried force gpu in developer options and the battery drained faster.

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#27
adrien56

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i was talking about the ui acceleration for the interface with opengl ,i don't know if it's the same , there might be a confusion no ?because this option(force GPU) is just for apps not the interface or animation ?

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#28
Hogweed

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I tried force gpu in developer options and the battery drained faster.

Likely an app misbehaving then. Possibly known to be buggy and burn CPU pointlessly with GPU rendering, which is why the developer turned it off before you forcibly over-rode it.

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#29
MiguelPereira

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Currently having force GPU rendering on will do more harm than good. Not that you'd use that setting anyway if you had OpenGL working as intended... It's mostly a developer option, hence being under developer settings.

Most apps that have GPU rendering disabled have it disabled for a reason. (I remember visual artifacts and distortion in Cut The Rope with it turned on.)


Now that you mention it... I've had a major hangup and auto-reboot yesterday while playing Cut the Rope and Angry Birds with that force GPU rendering on... as well while installing another app from the play store today!
I've turned it off and I'll see how it goes during the next days.

Thanks! :D

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