@SmurfResearchX I think you need the Id not the full thing... But you need a triggering line like, wait for ag1 to true then it will change..
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ I'm no good with the Vizzy but this is my theory
@Rafaele bruh... But the thing why Sr2 development is slow, yes because of Mobile but here is really why
Android phones aren't built the same, different SDK and API, different chipsets, different System functions as for iPhones, they restrict apps that are too consuming for processing power, although SR2 can be like that, there's an option for it anyway to slow it down. But it would be even better for Android Players using Samsung with AMD mobile graphics but with Exynos which is I don't have any experience yet but some say it's going to be good (recorrect needed)
@pedro16797 do the update for android has a special file engine for PowerVR?
What I mean is like maybe an architecture file because PowerVR needed it or else the Occlusion won't work or the view will turn into a blocky figure
I read something about also for PowerVR
PowerVR uses tile-based deferred rendering and. That somehow solved the pixel problem or that ugly box things when you try to make or cast shadow.. (this technique affects almost every PowerVR users here except if you buy a phone with next gen GPU of PowerVR ) while Mali is based of pure rendering and the display processor will display it itself.
And for PowerVR, it had to split into 2 for rectangular sections In grid pattern.
And players, if you have a PowerVR chipset in your phone and you saw your rocket sometimes starting to pixelate, that's just reconfiguring the frame fragments and it will then solved for few seconds unless you move the camera. This game really don't have a guide for PowerVR for how to determine fragment frames based on number to fix and it's no need for Mali cuz it had its own way of rendering which means it can render without instructions but has some sort of script that will trigger
It means Mali and Adreno have the same or similar characteristics where PowerVR isn't. I don't know about it but I think you'll need a staff that knows PowerVR's mechanics of rendering to fix the current issue of these devices.
I suggest you shouldn't do the Ambient Occlusion for PowerVR cuz I experienced a ton of Bugs on 0.9.509 but I couldn't report it because the loading process is taking so long.
But here is what I've experienced on 0.9.509 on PowerVR
When you try to first person on the capsule while your jet is on supersonic, you can see Legit Burning Visual but if you go third person, you can't see it but a bright flash and some cascading delay of frames and some hardship of the Chip itself
The game frequently crashes over some stabilization patch for android 9.0.0 although I can't blame it on the app but rather on Huawei and Google for not recode the optimization features which leaves some apps running on my phone gone crashing
There is not a single thing support for PowerVR
As I've downloaded some intense eating GPU games they have some special file for PowerVR. Which SR2 hasn't. GTA San Andreas has it but they renamed the file type to a closed source format (maybe) and COD:M seems have this also but different. It had a guide for PowerVR for rendering , same with World of Tanks : Blitz which HD packs have PowerVR class instruction set for rendering..
Umm devs maybe I figured out how to fix the issues for massive slowdown on render for PowerVR. I just realized that since PowerVR sucks at OpenGL, but it doesn't suck at Vulkan. Maybe devs do some retweaking for the support for Vulkan on PowerVR.
And why da hecc did I say this?
I just discovered at 3d benchmark that every 2018 to latest PowerVR chips are good with Vulkan rather than OpenGL so this might be your way to fix the PowerVR issues.
I mean some games in my phone run some Vulkan for stabilization but only sr2 runs on full OpenGL
Support for PowerVR graphics on the next update please because it's a pain not to see reentry
And since the powervr is on software rendering. I think you might need a reroute for arm big.LITTLE chips since PowerVR mostly relies on cpu render so maybe a little reroute of sandbox process might help not consume all cpu... But make a primary and secondary thread (secondary thread is for backup purpose of processing if the main thread / primary is busy so low consumption of cpu and have more time for PowerVR cpu render to take time to understand) Like I identified from asphalt 8 that the sandbox process are more relying on each other and doesn't go brr on all parts of cpu but depends on their given compartment and if one compartment is busy, the main or other process will help to stop the bloat and prevent to cause lag and misunderstanding of rendering
@Rizkyman well this post is a bit old.. But I figured it out that PowerVR Graphics only rely on software render. It does have hardware but Its not very pure.
It doesn't have Vulkan but I have latest version for opengl for android I guess which is 3.2
And it means rendering only relies on cpu mostly. Good thing that my phones cpu is on big.LITTLE support (hybrid arm cpu) so it can stay intact until lot of parts rendered)
@LofiTurtle yes I did but PowerVR is not going to understand what's reentry effects and instead giving me weird rays of light and flickering rendered chunks.
Note that my phone is latest and running on MediaTek helio P30 MT6765 with 2 clustered cpu (8 cores each) primary cluster cpu has over clocked speeds up to 2.3ghz with secondary has 1.8ghz and PowerVR ge8320
And my phone is Huawei Y6s 2019
@LUIZMS
Mediatek helio with PowerVR graphics can't simulate reentry trails I tried it on my phone but it won't. On my huawei Y6s 2019 so I guess Mali GPU and Adreno only support.
Waiting for new mod
3.1 years ago😐
👉👈
Andrew Pumping Dream Speedrun Music
3.2 years ago@TweedleAerospace Dababy blueprint...
3.6 years ago@SoulBlazer no I mean like I could put Andrew's face or Elon Musk's face..
+1 3.6 years agoAnd yes I do tweak those
@sentinelaerospace Celeste....
Haven't heard that game in years. It's been a while
Edit: thx for typing that, because I took roughly 2 weeks last January to find that lol
3.6 years ago@Thesaturnaerospace good point but I think they're planning for campaign, so that suits best, and separate it from sandbox
3.6 years ago@Arstotzka nice representation..
But if unreal is now used for SR2 with RTX, my phone would turn into a C4
+2 3.6 years ago@Thesaturnaerospace and more challenge
3.6 years ago@SmurfResearchX I think you need the Id not the full thing... But you need a triggering line like, wait for ag1 to true then it will change..
3.6 years agoㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ I'm no good with the Vizzy but this is my theory
@Rafaele bruh... But the thing why Sr2 development is slow, yes because of Mobile but here is really why
Android phones aren't built the same, different SDK and API, different chipsets, different System functions as for iPhones, they restrict apps that are too consuming for processing power, although SR2 can be like that, there's an option for it anyway to slow it down. But it would be even better for Android Players using Samsung with AMD mobile graphics but with Exynos which is I don't have any experience yet but some say it's going to be good (recorrect needed)
3.6 years agoI thought this is a Rickroll..
+2 3.6 years ago🥺🥺🥺
ㅤㅤㅤ
3.6 years agoNICE UPVOTE
+1 3.7 years ago@pedro16797 do the update for android has a special file engine for PowerVR?
3.8 years agoWhat I mean is like maybe an architecture file because PowerVR needed it or else the Occlusion won't work or the view will turn into a blocky figure
@Exo200 because of malware
3.8 years agoThe devs are aware on that
Just like cyberpunk got mod malware issue or maybe dlc
I read something about also for PowerVR
3.9 years agoPowerVR uses tile-based deferred rendering and. That somehow solved the pixel problem or that ugly box things when you try to make or cast shadow.. (this technique affects almost every PowerVR users here except if you buy a phone with next gen GPU of PowerVR ) while Mali is based of pure rendering and the display processor will display it itself.
And for PowerVR, it had to split into 2 for rectangular sections In grid pattern.
And players, if you have a PowerVR chipset in your phone and you saw your rocket sometimes starting to pixelate, that's just reconfiguring the frame fragments and it will then solved for few seconds unless you move the camera. This game really don't have a guide for PowerVR for how to determine fragment frames based on number to fix and it's no need for Mali cuz it had its own way of rendering which means it can render without instructions but has some sort of script that will trigger
It means Mali and Adreno have the same or similar characteristics where PowerVR isn't. I don't know about it but I think you'll need a staff that knows PowerVR's mechanics of rendering to fix the current issue of these devices.
+1 3.9 years agoI suggest you shouldn't do the Ambient Occlusion for PowerVR cuz I experienced a ton of Bugs on 0.9.509 but I couldn't report it because the loading process is taking so long.
But here is what I've experienced on 0.9.509 on PowerVR
When you try to first person on the capsule while your jet is on supersonic, you can see Legit Burning Visual but if you go third person, you can't see it but a bright flash and some cascading delay of frames and some hardship of the Chip itself
The game frequently crashes over some stabilization patch for android 9.0.0 although I can't blame it on the app but rather on Huawei and Google for not recode the optimization features which leaves some apps running on my phone gone crashing
There is not a single thing support for PowerVR
+1 3.9 years agoAs I've downloaded some intense eating GPU games they have some special file for PowerVR. Which SR2 hasn't. GTA San Andreas has it but they renamed the file type to a closed source format (maybe) and COD:M seems have this also but different. It had a guide for PowerVR for rendering , same with World of Tanks : Blitz which HD packs have PowerVR class instruction set for rendering..
Hello but I have screen seizure on this game when turned on Vapor on PowerVR and it cursed my eyes but don't worry it's fine.
But the issue has been here long now and I'm worried
And now I'm seeing cascades of frames in the screen like when you drag a tab then all of the sudden it creates trails because of lag PC.
4.1 years ago@pedro16797 but if you're wondering what I'm running?
4.1 years agoHuawei Y6s 2019 (JAT-LX3)
@pedro16797 but what I meant if the OpenGL is struggling, Vulkan is to save the process
4.1 years ago@pedro16797 yo I tried but none for me
4.1 years agoOnly 0.9.404
Umm devs maybe I figured out how to fix the issues for massive slowdown on render for PowerVR. I just realized that since PowerVR sucks at OpenGL, but it doesn't suck at Vulkan. Maybe devs do some retweaking for the support for Vulkan on PowerVR.
And why da hecc did I say this?
4.1 years agoI just discovered at 3d benchmark that every 2018 to latest PowerVR chips are good with Vulkan rather than OpenGL so this might be your way to fix the PowerVR issues.
I mean some games in my phone run some Vulkan for stabilization but only sr2 runs on full OpenGL
@zriKunzHo really... Maybe..
I did an experiment.. Got on 8.16 Mach but no
My channel is Blaze YT https://www.youtube.com/channel/UCxCxoieT-LbqbmEbDVGUfAA
4.1 years ago@zriKunzHo I was the one bro Lmao
4.1 years agoSupport for PowerVR graphics on the next update please because it's a pain not to see reentry
+1 4.1 years agoAnd since the powervr is on software rendering. I think you might need a reroute for arm big.LITTLE chips since PowerVR mostly relies on cpu render so maybe a little reroute of sandbox process might help not consume all cpu... But make a primary and secondary thread (secondary thread is for backup purpose of processing if the main thread / primary is busy so low consumption of cpu and have more time for PowerVR cpu render to take time to understand) Like I identified from asphalt 8 that the sandbox process are more relying on each other and doesn't go brr on all parts of cpu but depends on their given compartment and if one compartment is busy, the main or other process will help to stop the bloat and prevent to cause lag and misunderstanding of rendering
imbroed
4.2 years ago
4.2 years agohi yo
@Rizkyman well this post is a bit old.. But I figured it out that PowerVR Graphics only rely on software render. It does have hardware but Its not very pure.
4.2 years agoIt doesn't have Vulkan but I have latest version for opengl for android I guess which is 3.2
And it means rendering only relies on cpu mostly. Good thing that my phones cpu is on big.LITTLE support (hybrid arm cpu) so it can stay intact until lot of parts rendered)
It only gives me chunk seizure
4.3 years ago@plane918273645 I did set to high but PowerVR doesn't support only Mali and Adreno
4.3 years ago@LofiTurtle yes I did but PowerVR is not going to understand what's reentry effects and instead giving me weird rays of light and flickering rendered chunks.
4.3 years agoNote that my phone is latest and running on MediaTek helio P30 MT6765 with 2 clustered cpu (8 cores each) primary cluster cpu has over clocked speeds up to 2.3ghz with secondary has 1.8ghz and PowerVR ge8320
And my phone is Huawei Y6s 2019
@LUIZMS
Mediatek helio with PowerVR graphics can't simulate reentry trails I tried it on my phone but it won't. On my huawei Y6s 2019 so I guess Mali GPU and Adreno only support.
I'm hoping for a fix patch for PowerVR soon
4.3 years ago