i cant figure out how to re enable the ati hardware acceleration
i installed core media player and it disable it... any ideas?
Hmm, this is an interesting question. I remember such a warning when I installed Core Media Player as well. I didn't realise it's a global hardware acceleration switch that was turned off. That may explain why my device is sluggish...
-Krip
anilk said:
Hmm, this is an interesting question. I remember such a warning when I installed Core Media Player as well. I didn't realise it's a global hardware acceleration switch that was turned off. That may explain why my device is sluggish...
-Krip
Click to expand...
Click to collapse
Yikes. Me, too.
I didn't realize that either. I wish I saw this thread before I installed this morning.
Email the developer of Coreplayer and ask?
Can you not go under preferences on the video page and re-enable it (sorry if this is a silly quesiton)?
marka2k said:
Email the developer of Coreplayer and ask?
Can you not go under preferences on the video page and re-enable it (sorry if this is a silly quesiton)?
Click to expand...
Click to collapse
well i uninstalled it... so no
If it is disabled, which aspects of performance would be affected and by how much? Anyone tested it yet?
boinger66 said:
well i uninstalled it... so no
Click to expand...
Click to collapse
Well, isn't it just a matter of areinstallation, activate ATI, and uninstall again?
Don't think its disabled accross the whole device...
Well you're all making valid points regarding this, but I'm inclined to believe (despite the notice during installation), that it doesn't deactivate the hardware acceleration across the whole device, but only disables its use in the mediaplayer as default due to incompatibility. There are too may other aspects of the Athena that would depend on it functioning...like the camera and WMP10 certainly still uses it as MP4 video playback in ASP format is still considerably better than in Coreplayer or TCPMP...meaning hardware acceleration is not disabled by default in WMP10, in IMHO therefore not disabled by default throughout the device...only in coreplayer/TCPMP.
Just my observations...not 100% certain. Plus 2D games are greatly accelerated by the Imageon chip and I must say I have no issues in that department either.
Hi there
If I understand correctly, you're talking about the BMP-caching functionality of the Imageon. If so, no need to uninstall TCPMP, you can re-enable BMP caching from the "Options" menu, then "Options..." menu item, then "ImageOn" tab, then first check-box.
You'll need to soft-reset the device for that setting to take effect, which leads me to think that strangely enough, it IS a system-wide setting....
HeartOfDarkness said:
Hi there
If I understand correctly, you're talking about the BMP-caching functionality of the Imageon. If so, no need to uninstall TCPMP, you can re-enable BMP caching from the "Options" menu, then "Options..." menu item, then "ImageOn" tab, then first check-box.
You'll need to soft-reset the device for that setting to take effect, which leads me to think that strangely enough, it IS a system-wide setting....
Click to expand...
Click to collapse
You mean the "Disable OS Bitmap Caching (Advised!)" setting? Hmm, I already have that unchecked so guess I'm OK?
-Krip
Yep, that's what I mean, from what you described (the question asked during TCPMP installation and all).
So yes, you're ok about that, although leaving this box unchecked *sometimes* causes strange artifacts in movies (parts of images that don't disappear as quickly as they should, for instance). But these occurences are so rare that I also left the box unchecked.
Hello everyone,
I'm the developer of the Tiny Graphics Engine ("Tigre").Two days ago I recived a HD2 test sample and now i discovered a general problem with opengl that affects ALL OPEN GL Applications, no matter if the graphics patch is installed or not. The problem is the following: if sense is enabled and you start any opengl application it works fine. If you terminate and restart the application multiple times, it will crash and you cannot start any opengl app anymore without softresetting. I investigated a bit and found the problem: While creating the EGL context the EGL_BAD_ALLOC error occurs. I'm pretty sure my EGL setup is fine, because a) it work for about 5-7 times b) on the touch hd the error doesn't occur and all other opengl apps i tested have the same issue.
So, does anyone has the same problem, any idea or solution?
PS: its the original 1.66 Rom
I found the solution, just don't terminate the display. Not proper, but seems to work, also with silvermoon and all other opengl apps.
bro, please develope interesting opengl 2.0 game ya
Im working on a game called TrailRacer3D, of course it is powered by my engine that will support opengl 2 soon, so there will be such effects and I hop to show some more screenshots and infos soon The attached snapshot shows the menu, more detailed infos as soon as I'm ready...
Phippu said:
Im working on a game called TrailRacer3D, of course it is powered by my engine that will support opengl 2 soon, so there will be such effects and I hop to show some more screenshots and infos soon The attached snapshot shows the menu, more detailed infos as soon as I'm ready...
Click to expand...
Click to collapse
good luck with your game
Thank you, maybe I'll need some beta testers in 2-3 weeks
Will all apps have to be updated to take advantage of GPU UI rendering, or will Android be able to render all apps via the GPU natively? I desperately hope every app won't require an update to stop using the CPU to render the app's UI with, but I'm afraid that is probably the case. Anyone know for sure?
Roland Deschain said:
Will all apps have to be updated to take advantage of GPU UI rendering, or will Android be able to render all apps via the GPU natively? I desperately hope every app won't require an update to stop using the CPU to render the app's UI with, but I'm afraid that is probably the case. Anyone know for sure?
Click to expand...
Click to collapse
If you look at honeycomb you have to enable hardware rendering in the manifest. But that was because some things don't work properly. Hopefully they've either fixed it so all hardware rendering works, or added a new manifest option to turn off hw instead of turning it on.
Ok; thanks.
HomerSp said:
If you look at honeycomb you have to enable hardware rendering in the manifest. But that was because some things don't work properly. Hopefully they've either fixed it so all hardware rendering works, or added a new manifest option to turn off hw instead of turning it on.
Click to expand...
Click to collapse
This is true, but just wanted to add a bit from what I understand the reason they put it so you had to manually enable it in your app was because HW acceleration caused slowdows on certain types of 2D drawing, especially lines. So this may not change for ICS. If the HW for 3D stuff is still designed around triangles, then the 2d stuff would still be slow.
Basically I think they wanted people to manually enable it to be aware of how and when to use it. If Android were to move to a 3D interface, then there would be more use for it on UI components.
Anyways this is basically what the Google engineers were telling me at the Developer Labs a couple weeks ago. (This is as far as I understood it, I'm no expert in this area, so I may be getting some bits wrong).
Basically this may not really be a "bug" that will ever get "fixed" so to speak. It may be intentional to not use 3d rending when lower-power, faster, 2d rendering would do.
Hi guys!
Been a few mentions of enabling SW Rendering around the dev section.
What i'm looking to do is promulgate a list of apps effected so people can make an informed decision on whether to enable/disable SW/HW rendering based on their usage.
So far I know of...
Chrome beta.
Please add to this list (i'll update OP), or create your own list if i've done this all wrong.
Churrrr.
I've been having audio sync issues with quite a few of my files, I'd guess about 20% of them. The funny thing is that it wasn't the huge 30gb+ MKV files that were giving me trouble...which is what you'd guess. I have a lot of files and it was hard to tell which one was having issues and why.
I searched on here and http://forum.kodi.tv/ and found a solution.
I'm posting it here to save future users time if they experience the same issue. And to contribute back as others have been very helpful to me.
All you have to do is TURN OFF all hardware acceleration features:
SYSTEM > VIDEO > ACCELERATION > DECODING METHOD SOFTWARE
SYSTEM > VIDEO > ACCELERATION > Allow multi threaded software decoding > ENABLE
This solution works great for me! YMMV.
If it works for you, then please post. If it doesn't, then please post.
I hope the hardware acceleration bugs are worked out by the time the public version of Kodi is released.