![]() |
2010-01-12
, 19:27
|
Posts: 15 |
Thanked: 19 times |
Joined on Dec 2009
|
#12
|
![]() |
2010-01-12
, 19:31
|
Posts: 79 |
Thanked: 12 times |
Joined on Dec 2009
|
#13
|
It's not a completely fair comparison as the iPhone's resolution is 2.5 times less than N900's. There is also no multitasking on the iPhone.
From what I've seen, the framerate looks good when it's not dropping frames. There seems to be some weird stuttering in the game:
http://www.youtube.com/watch?v=HKKb5EyP-S8
I think this has something to do with the OS, it's propably doing some stuff in the background which takes up CPU cycles and makes Angry Birds drop frames. Could be that the user in the youtube video is running too many apps at once or maybe a widget is refreshing itself every once in a while, causing the stuttering?
This kind of problems might get ironed out after updates to the OS, game or both.
![]() |
2010-01-12
, 19:34
|
|
Posts: 2,355 |
Thanked: 5,249 times |
Joined on Jan 2009
@ Barcelona
|
#14
|
![]() |
2010-01-12
, 19:40
|
Posts: 79 |
Thanked: 12 times |
Joined on Dec 2009
|
#15
|
I don't know if the LCD framebuffer on the iPhone is 16, 18 or 24 bits -- what I know is that by default, the Apple provided OpenGL skeleton will render to a 32 bpp frambuffer and dither.
I believe most serious games correct this (and set it to the more appropriate rgb565, like what we have on the N900). Easy way to solve this question is asking the game developer, but my vote is that the iPhone game also uses 16bpp and thus the difference in color quality is either a bug or a caused by something else.
As for speed, well, the SGX on the iPhone (3GS) is just better and also has way less pixels to move.
![]() |
2010-01-12
, 19:45
|
|
Posts: 3,404 |
Thanked: 4,474 times |
Joined on Oct 2005
@ Germany
|
#16
|
The Following 2 Users Say Thank You to pycage For This Useful Post: | ||
![]() |
2010-01-12
, 20:48
|
Posts: 68 |
Thanked: 621 times |
Joined on Oct 2009
|
#17
|
I wouldn't blame the makers of angry birds if they cut some corners to more easily port it to maemo.
I think that's where the problems come from: the producers not optimizing the app very much
![]() |
2010-01-13
, 01:12
|
|
Posts: 2,050 |
Thanked: 1,425 times |
Joined on Dec 2009
@ Bucharest
|
#18
|
The Following User Says Thank You to ndi For This Useful Post: | ||
![]() |
2010-01-13
, 01:12
|
Posts: 79 |
Thanked: 12 times |
Joined on Dec 2009
|
#19
|
![]() |
2010-01-13
, 01:20
|
Posts: 16 |
Thanked: 1 time |
Joined on Jan 2010
|
#20
|
but also there has been instances where ive seen on some high end winmo phones where the specs stated 256k or 16m but winmo only supported 16bit...
Last edited by alexreed88; 2010-01-12 at 19:28.