New Hardware toy!
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Well, I'm currently sitting here playing Half Life 2 Natively. It looks better than it if were on highest setting on a PC, full particle effects and such. No other mobile device can do that.
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Even within the 32bit ARM world, the K1 is not up to spec with the Mediatek MT6595 which uses eight A17 cores rather than four A15 cores. Not quite the clock speed if the K1 but higher per thread performance and double the thread count. Likely 50%-80% greater performance.
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@Mike-Ralston said:
Well, I'm currently sitting here playing Half Life 2 Natively. It looks better than it if were on highest setting on a PC, full particle effects and such. No other mobile device can do that.
You are using natively in a confusing way and talking about the wrong thing. What do you mean by native. A PC native app cannot run on an ARM. So are you emulating or do you have an ARM native app?
And you are testing the GPU, not the CPU. You are talking as if we are discussing CPU power but video game graphics aren't processed by that. They come via the GPU.
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The particle effects and physics for Half Life 2 are done via CPU. And my mistake, by natively I mean that it isn't getting hardware support from PC streaming or anything. So far as I've seen, PhysX and video encoding are the most taxing CPU processes, and this has been running them without a hitch or hiccup. I know a few people who have 3770K's that choke with PhysX rendering.
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@Mike-Ralston said:
The particle effects and physics for Half Life 2 are done via CPU. And my mistake, by natively I mean that it isn't getting hardware support from PC streaming or anything. So far as I've seen, PhysX and video encoding are the most taxing CPU processes, and this has been running them without a hitch or hiccup. I know a few people who have 3770K's that choke with PhysX rendering.
PhysX is explicitly GPU. Always has been. Particular effects should be GPU too. Nothing significant in 3D graphics is CPU bound. Your seeing the GPU at work.
You can't even enable PhysX without a GPU and specifically an nVidia one. That's a GeForce proprietary physics engine.
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Video encoding can be done by CPU but practically never is. All of the "taxing" that you are seeing is the CPU providing data pipes to and from the GPU. The GPU is doing the real work.
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@scottalanmiller said:
@Mike-Ralston said:
The particle effects and physics for Half Life 2 are done via CPU. And my mistake, by natively I mean that it isn't getting hardware support from PC streaming or anything. So far as I've seen, PhysX and video encoding are the most taxing CPU processes, and this has been running them without a hitch or hiccup. I know a few people who have 3770K's that choke with PhysX rendering.
PhysX is explicitly GPU. Always has been. Particular effects should be GPU too. Nothing significant in 3D graphics is CPU bound. Your seeing the GPU at work.
You can't even enable PhysX without a GPU and specifically an nVidia one. That's a GeForce proprietary physics engine.
I haven't messed around with video settings in a while, but I do recall being able to choose PhysX to run on either CPU or GPU.
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You are correct. I looked it up and there is a "software" version to allow it to go to CPU. It would be a dog though.
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Yeah, had an AMD chip for a year or so and had PhysX. I'm somewhat sure (Don't quote me on this lol) that the Shield uses the GPU exclusively for rendering, and then CPU does the PhysX end.
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@Mike-Ralston said:
@StrongBad Nothing really so far, just what my PC can stream, and Dead Trigger 2 (Very impressive title). I'm planning on picking up Portal, Half Life 2, and Grand Theft Auto 1, 2, 3, Vice City, and San Andreas for it soon.
I've thought about using something like that for the older GTA titles. Perfect for that.
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@StrongBad I've used an android tablet for it and they run very well, but on the Shield I would imagine it runs even better. I know Half Life 2 is quite impressive on it.