hybrid wrote:Which driver do you use? Best thing is to move most calculations to the GPU, which has FP support. Doing calculations in fixed point would mean that you have to find enough consecutive calculations that would make the initial and final conversions from and to floating point neglectable. So meaning to change a lot of the engine. And there have been many reports that Irrlicht on Android does work with decent FPS as well. So I guess the problem is elsewhere for you.
hendu wrote:Intel VTune, isn't that only on Intel-based Windows? Most ARM vendors have their own profiling toolchains with which you can profile on the actual device, those would give better stats, as with a PC profile you're just guessing what goes down on the device.
Also, many of the ARM profilers are able to profile the GPU too, which may prove useful.
edit: Most features of vtune requre Intel/windows, basic ones seem available for amd and linux too. Doesn't change the main point.
CuteAlien wrote:You could try replacing f32 and f64 by corresponding fixed-point classes. Can't help you much with that - it's been decades since I last worked with fixed-point math as optimization and my classes from back then probably sucked (I was learning c++ at the time). But in theory it sounds like that could work, although there are probably troubles (like if the sizes are not the same, so anything using sizeof would fail).
edit: Uhm, no - horrible idea. Will not work. As there are lots of places where we pass on f32 to system-functions expecting floats (for example opengl...).
CuteAlien wrote:edit: Uhm, no - horrible idea. Will not work. As there are lots of places where we pass on f32 to system-functions expecting floats (for example opengl...).
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