[QUOTE=DanLamb;326576]Android is generally very competitive with iOS on various OpenGL/CPU/GPU benchmarks even with the Dalvik VM system.[/QUOTE}
Lulz. Obviously not real-world test scenarios then. But keep clinging to those benchmarks all you want - they were specifically intended for the non-developer type to gush over.
Honestly son, I don't care who you trust - I am the guy in the trenches who has to make this stuff work. And Android has no hope whatsoever (EVER) of ever matching the same performance in RetroArch that I get on other platforms like -Apple's hardware often scores higher, but that is more of a testament to Apple's engineering excellence and better hardware. Benchmarks aren't perfect, but I trust them way more than I trust you.
* Xbox 360
* Xbox 1
I would like to put you on notice and remind you that you are talking to a guy who has ported to all those platforms and more - you are not dealing with some purported 'developer' that 'just' made some kind of low-key game, got it working on Android, got 6fps and then patted himself on the back and told himself 'OK, this is going to run just swell over two iterative generations or so. So honestly, I think I know a thing or two about how these platforms stack up - far better in fact than your 'pie in the sky' benchmarks would ever indicate to you.
Honestly, your 'pie in the sky' benchmarks traverse you down one optimal render path and that is it. They don't tell you jack all about CPU performance, driver issues, shitty blitting (another Android trait), shitty garbage collector stalls, and on and on.
Thanks Captain Obvious for pointing out stuff to me that I already know. However, it seems you don't even read the stuff that you are selectively quoting and Googling - notice the caveat there that says 'THIS RELIES ON HARDWARE SUPPORT'.Audio latency does seem to have been a legitimate issue. Android 4.2 claims to address this depending on hardware support from manufacturers. From the official Android dev site:
Also, docs on OpenSL ES for pre Android 4.2:
It doesn't sound like Android's audio latency problems had anything to do with Davlik, virtual machines, or Java.
And guess how 'swell' that hardware support is up to now? Exactly one Google Nexus device and as for the rest - shit all - that is what.
And guess what? Even the '40ms' figure they are now holding up as an 'ideal target' is pretty crappy compared to the kind of audio latency you can get with CoreAudio on iOS. So even on that one special phone where the 'fast SL mixer path' goes into effect - it is still shit compared to iOS.
Like hell. Dianne Hackborn quite honestly doesn't give a shit about performance, or anything that gets in the way of her precious 'framework' and the way it ought to be 'properly used' (note - some ideological claptrap and 'good design' principles according to a couple of demented Java ideologues).Android is taking performance and latency very seriously.
At this point you pretty much sound like an end user. 'Project Butter 60fps locked interface' - here is the deal son - most of the time your precious Android devices don't even have screens capable of a 60Hz refreshrate - as in the case of the Galaxy SIII - as in the case of the Galaxy Note 2 - as in the case of the JXD S7300 - and we can go on and on. Now, surely, those first two devices I mentioned there represents a pretty big slice of the overall market, does it not?Look at the Project Butter 60 FPS locked interface improvements in 4.1. You can also see tons of more detailed performance analysis and improvements on the Android dev site.
Also - the fact that those devices 'lie' about their refreshrates means that you can not even rely on the SDK-supplied 'GetRefreshRate' function - in 75% of all cases it reports a bogus number (because '60Hz' looks better on some techsheet than '58Hz' or '50Hz' now does it?
Now it gets even worse when you want to heuristically detect the refresh rate and time your game/emulator correctly according to it - good luck doing that with a garbage-collecting OS.
I would also point out that even console games use some higher level programming language like Lua in some sandbox type runtime to process game logic and it doesn't seem to have disastrous performance consequences.
Thanks for that Captain Obvious.Ouya as a whole... The Tegra 3 is just lower performance hardware than what you get with a PS3/360 console.
However, you might just want to get yourself clued up a bit more - it isn't just that it can't compete with a PS3/360 -
IT CAN'T COMPETE WITH AN XBOX 1/WII.
How do I know? I develop for the aforementioned boxes, and I can also test the same software across all these devices.
And guess what?
Yoshi's Island running with SNES9x Next runs at fullspeed on a Nintendo Wii?
An 1.5/1.6GHz ARMv9 dual core Cortex A9 Android phone however? 56-55fps and lovely audio crackling - and the GC stalls add some more lag ontop of that.
Now you go and rationalize that all you want to yourself while an iPad 2 plays that same game just fine. Seriously, stop drinking the Java/Google koolaid and admit that the entire platform sucks. I have the facts, I have the ultimate benchmark (RetroArch) that proves that this platform sucks because I can run the very same software with the very same frontend codebase on all these platforms - if a platform doesn't deliver on relatively tight syncing, it is reflected in its runtime performance. And guess where Android stands in all of that? Right at the bottom of the foodchain - a Cortex A8 Android tablet performs even worse than a Nintendo Gamecube, thank you very much.
Now please - next time you try to 'correct' somebody, make sure you aren't talking to somebody who already went there, done that, and has gotten the T-shirt.