Severe lagging of several backgrounds on some (mobile) devices
Specifically, the aura and the bg1. Significant lagging occurs when these two backgrounds are applied (See more in the following video).
https://user-images.githubusercontent.com/87485746/131534262-d71f8049-351f-4e38-9574-346f7e6b1c4e.mov
As far as I know, this issue only occurs on iOS but not on macOS. Also, other backgrounds that includes “flowing colours” (rainbow,rainbow2) don’t have the same issue.
this also happen on other phones, maybe the GPU on the phone is too weak to draw these background fast, and i don't know how to make it faster. btw they are written in GLSL
this also happen on other phones, maybe the GPU on the phone is too weak to draw these background fast, and i don't know how to make it faster. btw they are written in GLSL
Interesting. But my M1 MacBook Pro have no problem rendering these backgrounds while my iPad Pro (A12X) cannot render them properly.
It should be noted that the compilation of the shaders depend on the architecture and not on the system. That should explain the difference.
It should be noted that the compilation of the shaders depend on the architecture and not on the system. That should explain the difference.
Yeah. Both Apple M1 and A12X are in ARM64 architecture, and the newest iPad Pro is even running on M1.
Yeah. Both Apple M1 and A12X are in ARM64 architecture, and the newest iPad Pro is even running on M1.
I almost forgot this. Currently the macOS version of Techmino is in Intel (x86-64) architecture, and when running this App on M1 chip, macOS uses Rosetta 2 to translate it to ARM64 App. This does work but the performance is reduced somehow.
However, developers can use Xcode to create a Universal App (Apps that are both in x86 and ARM architecture). Native ARM Apps runs significantly more efficient on M1 chip.
Hey, this happens to my slow Android phone too! I think it's just because of lag
I don't think this is due to poor GPU performance. I use Qualcomm 865, the background is below 3fps, but the GPU occupancy rate is only below 20% (and the frequency is only 305mhz)
Eureka! Due to performence issue, Android use lower precise numbers in shader code. And at the same time, APK config writes <uses-feature android:glEsVersion="0x00020000"/>, It should be changed to 0x00030000 to support highp float type, then Android GPU will use 32-bit numbers.
(forgot to close this with commit message, doesn't matter)
pro gramming