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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
Android
Android VER 1.0.6 Bugs
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<blockquote data-quote="Ryan Routon" data-source="post: 6515" data-attributes="member: 35"><p>Hey Guys! Sorry for the delay, I have been out of town since Thursday night. Thank you in advance for making this thread, you guys are my eyes and ears out there in the wild <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>A little bit of information for the performance issues, we are in the middle of submission for Amazon's Kindle Fire and due to its hardware I had to do some optimization passes in order to make it playable. In short we tweaked the priority of some of the threads (namely the game thread) in order to get the best performance. We tested the change on a wide variety of devices in house (moto atrix 4g, droid x, xoom, transformer, galaxy nexus, etc) and it seemed to help some and have no effect on the others. Now in retrospect it seems that the tweak hurt some of you guys out there so I am planning on revisiting the problem and we may have to revert back to our original plan. Unfortunately, Android is like no other beast that i have programmed for in the past and every little change seems to help others and hurt others so it is quite a balancing act. Why the game might run great for a while and then not again could be due to the game thread and render thread not getting the love they need (they are both quite hungry beasts when you take all the 3d rendering, physics, and emulation into account). Things running in the background also seem to hurt the performance. Also, just due to the Android OS implementation we have very little control over how many resources we get and every device behaves a bit differently. </p><p></p><p>The lcd screen lag is something we have been looking into, but its a very difficult engineering problem (Mike would be able to explain it better). In short, in order to tie it into the emulation there are a lot of clock cycles that go into building every little segment and the number of permutations make it impossible to pre-render every possible outcome of the digits. The dmd on the other hand is miles easier (we just turn on or off the dot of the texture as we move along). </p><p></p><p>For the SD card we are about halfway done and we hope to have an update at some point in the near future where I will try to address your performance issues as well. </p><p></p><p>As always thank you for your patience and help, it is greatly appreciated.</p></blockquote><p></p>
[QUOTE="Ryan Routon, post: 6515, member: 35"] Hey Guys! Sorry for the delay, I have been out of town since Thursday night. Thank you in advance for making this thread, you guys are my eyes and ears out there in the wild :) A little bit of information for the performance issues, we are in the middle of submission for Amazon's Kindle Fire and due to its hardware I had to do some optimization passes in order to make it playable. In short we tweaked the priority of some of the threads (namely the game thread) in order to get the best performance. We tested the change on a wide variety of devices in house (moto atrix 4g, droid x, xoom, transformer, galaxy nexus, etc) and it seemed to help some and have no effect on the others. Now in retrospect it seems that the tweak hurt some of you guys out there so I am planning on revisiting the problem and we may have to revert back to our original plan. Unfortunately, Android is like no other beast that i have programmed for in the past and every little change seems to help others and hurt others so it is quite a balancing act. Why the game might run great for a while and then not again could be due to the game thread and render thread not getting the love they need (they are both quite hungry beasts when you take all the 3d rendering, physics, and emulation into account). Things running in the background also seem to hurt the performance. Also, just due to the Android OS implementation we have very little control over how many resources we get and every device behaves a bit differently. The lcd screen lag is something we have been looking into, but its a very difficult engineering problem (Mike would be able to explain it better). In short, in order to tie it into the emulation there are a lot of clock cycles that go into building every little segment and the number of permutations make it impossible to pre-render every possible outcome of the digits. The dmd on the other hand is miles easier (we just turn on or off the dot of the texture as we move along). For the SD card we are about halfway done and we hope to have an update at some point in the near future where I will try to address your performance issues as well. As always thank you for your patience and help, it is greatly appreciated. [/QUOTE]
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