The Care and Feeding of the Android GPU
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The Care and Feeding of the Android GPU
1–10 of 60 posts
Re: The Care and Feeding of the Android GPU
#2In this case, it's obvious that we've got server people working on mobile code. Future hardware will resolve these inefficiencies? UGH. That's definitely someone from the server world speaking.
Re: The Care and Feeding of the Android GPU
#3This isn't the first thing I've seen that Google devs really just didn't get. I think it's from the rapid expansion that Google has done. They get people working on things that aren't really their area of expertise because they wanted to try something in their 20% time. In this case, it's obvious that we've got server people working on mobile code. Future hardware will resolve these inefficiencies? UGH. That's defini…
Re: The Care and Feeding of the Android GPU
#4The argument in favour of a GPU-accellerated GUI which is not mentioned here is battery life. I haven't been testing this side of things, but just because a CPU can do a 60 FPS GUI doesn't mean it should. Deferring it to the GPU would certainly reduce power consumption while navigating a UI. Whether this is non-negligible in terms of overall battery life, I'm not sure.
Re: The Care and Feeding of the Android GPU
#5Apparently touch responsiveness is improved in 2.3. However this article doesn't really explain what's wrong with it. I've been doing latency benchmarks for touch recently, and the highest latency I've seen for touch delivery is 10ms. Now 10ms is pretty terrible for what should be a very straightforward thing, but on the other hand it's only 2/3 of a frame, at 60 FPS. The argument in favour of a GPU-accellerated GUI…
Re: The Care and Feeding of the Android GPU
#6Apparently touch responsiveness is improved in 2.3. However this article doesn't really explain what's wrong with it. I've been doing latency benchmarks for touch recently, and the highest latency I've seen for touch delivery is 10ms. Now 10ms is pretty terrible for what should be a very straightforward thing, but on the other hand it's only 2/3 of a frame, at 60 FPS. The argument in favour of a GPU-accellerated GUI…
Re: The Care and Feeding of the Android GPU
#7Basically: 1) Android phones can already animate the screen @ 60 fps in software in most cases. 2) When they can't, it's not because the CPU is too slow, it's because there is other stuff happening (GC, etc.). A GPU can't fix that.
Re: The Care and Feeding of the Android GPU
#8Apparently touch responsiveness is improved in 2.3. However this article doesn't really explain what's wrong with it. I've been doing latency benchmarks for touch recently, and the highest latency I've seen for touch delivery is 10ms. Now 10ms is pretty terrible for what should be a very straightforward thing, but on the other hand it's only 2/3 of a frame, at 60 FPS. The argument in favour of a GPU-accellerated GUI…
As for touch responsiveness, I don't have enough current knowledge of Android's situation and touch hardware in general to write on that topic.
Re: The Care and Feeding of the Android GPU
#9I think the android bug linked in the article is much more informative than the article itself. Basically: 1) Android phones can already animate the screen @ 60 fps in software in most cases. 2) When they can't, it's not because the CPU is too slow, it's because there is other stuff happening (GC, etc.). A GPU can't fix that.
Re: The Care and Feeding of the Android GPU
#10This isn't the first thing I've seen that Google devs really just didn't get. I think it's from the rapid expansion that Google has done. They get people working on things that aren't really their area of expertise because they wanted to try something in their 20% time. In this case, it's obvious that we've got server people working on mobile code. Future hardware will resolve these inefficiencies? UGH. That's defini…
I'm talking out of my hat here a bit because I haven't actually worked with Android yet but it sounds to me that these problems might be related to the choice of Java as the core programming environment. I doubt that was a decision made by somebody working on a 20% project.
Palm's WebOS put much of its core logic in JavaScript, which had a slower implementation (at the time) than Dalvik VM does. However, Palm carefully made sure to take advantage of the GPU to achieve many of the effects in the UI.