It seems that playing games on Android is not as good as playing games on iOS. Most of the blockbusters on mobile phones are launched on the iOS platform, The Andrid platform will not be released until we have seen it for a while, but this is not the most unpleasant thing. The most painful thing is to download the game hard, click it and find that it will return in seconds. Even if it can be opened, many times the game paintings are missing this effect, or the texture is wrong, and sometimes even the protagonist can disappear without reason. It's really sad to see! What is the reason that Android plays games so sadly?
The following four pictures are the screenshots of Blood of the Wild. If you look carefully, you will notice that there are differences in the middle of the picture. The pictures using Adreno 320 and GC4000 GPU are missing some effects, while only the special effects of Mail-400MP4 and SGX543MP3 are fully open. In addition to the special effects missing from GC4000, even the main character has disappeared
Why do we never encounter this situation when we play PC games? This is mainly because PC graphics cards and games have a unified DirectX standard, but there is no unified standard in mobile phone processors. Different GPU manufacturers have their own texture compression standards and are incompatible with each other, which is why the same game is so different on different handsets.
Texture compression
In 3D games, rich textures and details are very important to the quality of the game. However, due to video memory and bandwidth, textures need to be compressed, or they will bring huge pressure to video memory and bandwidth. Texture compression is to solve this problem.
At present, the texture formats supported by GPU used by Android platform are mainly as follows:
PVRTC: PowerVR series GPU support
ATITC: Qualcomm Adreno series GPU support, from previous ATI
DXTC: nVIDIA Tegra series, VivanteGC series
ETC1: ARM's Mali series GPUs support, and the above four also support
The above texture compression formats are incompatible with each other. Fortunately, everyone supports ETC1, a general format required by OPENGL ES. However, ETC1 has a problem that it does not support the Alpah channel and can only split one texture into two for indirect implementation. The game manufacturer probably thinks it is troublesome. Therefore, such masterpieces as Dungeon Guardian only provide PVRTC, ATITC and DXTC data packets, so GPUs that only support ETC1 will be a bit tragic.
Therefore, whether a game can run perfectly on Android depends on whether the game manufacturer optimizes the GPU. Only when the GPU is optimized can the game be smoother and the mapping be more accurate. Otherwise, the characters may have more black spots for no reason.
Pay attention to the arms of the characters
In this way, we can understand why games on iOS don't make such serious errors. Because Apple and Imagination are good friends, and GPUs are Imagination's PowerVR series, game manufacturers only need to support PVRTC textures.
Then why do game manufacturers' games not support other texture compression formats? The fragmentation of Android has made developers very painful, and then they need to optimize for different GPUs, which is really broken. It's better to change careers and sell cut cakes. So this is one of the reasons why iOS games are always faster than Android games. In addition, games on the Android platform are not as profitable as those on the iOS platform, so developers are too lazy to pay attention to so many GPUs.
At present, due to the strength of Apple, many games are migrated from iOS platform, only PVRTC texture compression format data package. So if you really like to play games, it would be a good choice to use the GPU of Power VR, such as the chip of Texas Instruments or purchase iPhone. However, with the strength of Samsung, Qualcomm and nVIDIA, more and more games support Adreno, Maili and Nvidia GPU texture compression format.
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