kwaak3 timedemo results - HTC EVO 3D

kwaak3 runs beautifully on the Evo 3D, however there isn't any way to move around without an external input device
i ran some timedemos at 960x540 and here are the results:
with sound:
1260 frames 29.0 seconds 43.5 fps 11.0/23.0/84.0/7.3 ms
without sound:
1260 frames 25.2 seconds 50.0 fps 10.0/20.0/103.0/5.0 ms
i have attached the full console logs for anyone that cares

Related

Galaxy S2 1080p 4x Zoom !!!

Lol you read that right just few minutes back i was explorer in Jelly Bean rom (beta) that i flashed a day ago.
I tap camera app and was testing camera behavior in JB. Then i tap video mode & started recording a HD movie in low light ! ( Low fps about 17 frames) afterwards i switched to 1080p suddenly realize that i was able to zoom-in !! However video qualility was very bad & about 15 FPS.
I think its due to Jelly bean which is not ready yet to perform cause i am able to record upto 30 FPS on ICS in low light.
There's one more news guys just a week back i recorded a movie in 1080p with LGcamera App , Mind you ! I got 49Fps !! Almost 40mbps bitrate.
My settings were:
Video resolution : 1920 x 1080
Video encoder : H.264
Video Bitrate: 60
Video Frames : 60
Rest all default.
I do have proof if you want i can upload the video however quality is worse !
About the video i recorded in 49fps i don't have it anymore cause i accidently deleted it .
Both of these symptoms happen once ! I am trying now but can't zoom-in 1080p

How to reduce Android camera preview latency to 60ms or less

I am developing a camera application were I need to display the camera preview without conceivable latency, so when the user looks at the world and the preview together he shouldn’t conceive a time gap between them.
Every frame needs to be scaled, flipped, rotated and overlaid with a small image before being displayed but all these manipulations add less than 1ms to the computations so no problem there.
The minimal latency I measure on my app, on some example projects and on the built-in camera is 120ms (tested on Note4, Galaxy 4 etc) which is definitely noticeable.
I must reduce it to 60ms. The best frame rate I managed to get is a stable 31 fps. I tried both the old Camera API and Camera2 API both with SurfaceView and TextureView.
The app needs to run only on a single phone model which is based on the Snapdragon 615 SoC and the OmniVision 13850 camera running OS 5.0.2. I need to display the preview on a 1080x608 area of the display. So there is no shortage of CPU power, as can be seen from the attached Systrace the processor is idle most of the time:
https: // drive.google.com/open?id=0B780awz-gp4URDFPXzBNRVMwa0k
https: // drive.google.com/open?id=0B780awz-gp4UVEE2NGRmbEJPdlU
GPU profiling shows me that rendering is well below the 16ms mark. The 13850 can provide 30, 60 and even 120 fps.
If I understand the problem correctly, the limit comes from the camera VSync being capped at 32ms (to a maximum of 30 fps) by the Android system (maybe in the kernel drivers) or from the 13850 configuration.
According to Google Android is using triple buffering so at 32ms that’s 96ms which with some overheads can explains the 120ms.
I assume that if I could increase camera preview fps to 60 my latency will drop to 60ms.
There are many discussions how to achieve 60 fps for drawing graphics on the display but I can’t find much about getting 60 fps from the camera preview.
Is my assumption correct?
How do I decrease the camera preview latency to 60ms? (It’s a dedicated device so I am allowed to make changes to Linux and drivers).
Which files do I have to investigate?
Thanks

How to reduce Android camera preview latency to 60ms or less

I am developing a camera application were I need to display the camera preview without conceivable latency, so when the user looks at the world and the preview together he shouldn’t conceive a time gap between them.
Every frame needs to be scaled, flipped, rotated and overlaid with a small image before being displayed but all these manipulations add less than 1ms to the computations so no problem there.
The minimal latency I measure on my app, on some example projects and on the built-in camera is 120ms (tested on Note4, Galaxy 4 etc) which is definitely noticeable.
I must reduce it to 60ms. The best frame rate I managed to get is a stable 31 fps. I tried both the old Camera API and Camera2 API both with SurfaceView and TextureView.
The app needs to run only on a single phone model which is based on the Snapdragon 615 SoC and the OmniVision 13850 camera running OS 5.0.2. I need to display the preview on a 1080x608 area of the display. So there is no shortage of CPU power, as can be seen from the attached Systrace the processor is idle most of the time:
https: //drive.google.com/open?id=0B780awz-gp4URDFPXzBNRVMwa0k
https: //drive.google.com/open?id=0B780awz-gp4UVEE2NGRmbEJPdlU
GPU profiling shows me that rendering is well below the 16ms mark. The 13850 can provide 30, 60 and even 120 fps.
If I understand the problem correctly, the limit comes from the camera VSync being capped at 32ms (to a maximum of 30 fps) by the Android system (maybe in the kernel drivers) or from the 13850 configuration.
According to Google Android is using triple buffering so at 32ms that’s 96ms which with some overheads can explains the 120ms.
I assume that if I could increase camera preview fps to 60 my latency will drop to 60ms.
There are many discussions how to achieve 60 fps for drawing graphics on the display but I can’t find much about getting 60 fps from the camera preview.
Is my assumption correct?
How do I decrease the camera preview latency to 60ms? (It’s a dedicated device so I am allowed to make changes to Linux and drivers).
Thanks

Daydream capable?

Hi,
Do you know what are the specs needed to be Google Daydream view (VR headset) capable? Will be the Honor 7 capable?
Thanks!
http://www.androidcentral.com/google-reveals-hardware-requirements-daydream-vr
jkccl9 said:
http://www.androidcentral.com/google-reveals-hardware-requirements-daydream-vr
Click to expand...
Click to collapse
Bluetooth 4.2 LE
Display between 4.7 and 6 inches
Resolution at least 1080p @ 60Hz display with 3ms or less latency and 5ms or less persistence. (Quad HD or higher recommended.)
OpenGL ES 3.2 and Vulkan
Able to decode 2 instances of 60fps video simultaneously
Consistent 60fps rendering
Temperature sensors capable of reading device surface temperature
Probably the Honor 7 doesn't fit this list, but still wondering how is it detected when it's just an analog headset?
nukeador said:
Bluetooth 4.2 LE
Display between 4.7 and 6 inches
Resolution at least 1080p @ 60Hz display with 3ms or less latency and 5ms or less persistence. (Quad HD or higher recommended.)
OpenGL ES 3.2 and Vulkan
Able to decode 2 instances of 60fps video simultaneously
Consistent 60fps rendering
Temperature sensors capable of reading device surface temperature
Probably the Honor 7 doesn't fit this list, but still wondering how is it detected when it's just an analog headset?
Click to expand...
Click to collapse
there will be an accompany app that needs to be installed for daydream idk if they will detect it using that, the headset itself should work with any/most vr games. i have a google cardboard and can get it working on a honor 6. the image quality is poor tho as the display is crap
Is the Honor 7 capable of decoding 60fps video?
i have no idea about that cant you download a 60fps video and try play it?
jkccl9 said:
i have no idea about that cant you download a 60fps video and try play it?
Click to expand...
Click to collapse
Youtube 360 videos at 60 fps work perfectly, I don't know if the specs assume more than that with the "2 instances of 60fps video"
nukeador said:
Youtube 360 videos at 60 fps work perfectly, I don't know if the specs assume more than that with the "2 instances of 60fps video"
Click to expand...
Click to collapse
vr splits the screen in half and displays two images at once, does the honor 7 fit the other requirements?
Bluetooth 4.2 LE → 4.1, A2DP, EDR, LE (No)
Display between 4.7 and 6 inches → 5.2 (Yes)
Resolution at least 1080p @ 60Hz display with 3ms or less latency and 5ms or less persistence. (Quad HD or higher recommended.) → 1080p 424ppi (Yes?)
OpenGL ES 3.2 and Vulkan → 3.1 (No ?)
Able to decode 2 instances of 60fps video simultaneously → (Yes?)
Consistent 60fps rendering → (Yes?)
Temperature sensors capable of reading device surface temperature → (?)

camera driver 24/25 fps

Is there a way to to get native 24/25 fps video recording?
All apps that offer 24/25 fps recording(filmic pro etc.) convert convert 30 fps down to 24/25 fps. There's no way changing from NTSC to pal so even recording in pal frame rates the video file is always NTSC.

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