Gaming Proformace - Samsung Galaxy Tab S6 Questions & Answers

I am considering getting the tab s6 as a replacement for my tab s3 my primary use for my s3 used to be gaming but now the device struggles to run most games due to the older quad cor core snapdragon 820 chip so I know the tab s6 will be an upgrade.
However my main game is pubg mobile just wanted to know how the tablet proformes before I buy the 8gb ram version.
Does it run smoothly or stutter and what graphics setting can it run at smoothly also interested about how hot the device gets while gaming in general ?

I have the 8GB version. PUBG is working very well for me - graphics render quickly (high/high). I occasionally got a slight bit of lag when aiming down sight on HDR settings (although that was possibly my Internet connection).
As far as heat goes, it does get warm but not hot - nothing to be concerned about.
Fortnite also runs well (epic - 30FPS max on settings, high - 60FPS) it did drop to around 40 sometimes when jumping from the bus which is to be expected due to the graphics it is rendering at that point.
I've yet to find a game that it struggles with.
Hope this helps

Does that kind of gameplay help :
?
(I know next to nothing about PUBG, sorry if it's irrelevant)

Related

Streaks CPU Performance vs. Iphone 4

Hi,
from the Streak's wiki page I know that we have a 1 GHZ cpu and a decent gpu in the Streak. The Iphone 4 also has a 1 GHZ cpu. Assuming that the Iphone's hardware is a little more upmarket than the Streak's I'm still completely confused why the Iphone (even the old 3GS) plays Epic Citadel ( http://www.youtube.com/watch?v=GvSckim3GzI ) at a high framerate whereas my Streak can't even play Dungeon Defenders (an Unreal 3 engine based game) at an acceptable framerate.
I am running froyo 2.2.2 and I'm getting 1200 points in the Quadrant test.
Comparing the Epic Citadel demo with the Streak stuttering at some older gameloft titles I wonder how much faster the Iphone really is ? Seems the Iphone has several times the power of a Streak or Nexus or Desire etc...
How come ?
Also: Is it normal that more demanding games like Dungeon Defenders have terrible performance on the Streak ?
Are you on a stock rom? which one
I'd prob be a bit faster on streakdroid + OC
You are talking about 2 different platforms.
I do not play games so cannot really answer you question but dont go with the quadrant numbers.
I'm on stock 2.2.2 but according to other peoples quadrant score custom roms aren't much faster.
I mean the epic citadel demo features almost next gen graphics wheras the Streak (and probably any non dualcore android phone) offers playstation 1 (maybe 2) like 3d performance.
Just wondering how the iphone achieves that. Especially as the citadel demo also runs on the old iphone 3gs which only has a 600mhz cpu.
I guess the citadel demo is somehow tweaked in the highest possible way. The android smartphones are not that optimized for specific applications because it's a more open platform.
powervrs tend to be a bit faster then adrenos
the iphone 3gs uses a SGX535 i believe?
the s5 uses an adreno 200
powervr chips have always been faster then adreno in 3d/gpu
streakdroid averages 1600 in quad and can go up to 2600 with perfmod (though the latter doesnt do as much as the former)
more importantly you can oc the cpu to 1.1ghz and possibly higher in the future, seeing as snapdragon is an SoC the gpu might be tied to the cpu's clockrate and ocing might improve it a bit.
If the whole thing is gpu bound it doesnt really matter how fast/slow the cpu is (unless it reverses back to being cpu bound)
if you want a more fair comparison try something like the galaxy s (1) it uses the sgx535 i believe
It could be a driver issue as the s5 isnt exactly the best in the case of drivers, you could also compare it to other snapdragon 8x50 chips like in the nexus 1 or htc desire
Hugo32 said:
I'm on stock 2.2.2 but according to other peoples quadrant score custom roms aren't much faster.
Click to expand...
Click to collapse
my streaks quadrant score is between 1900 and 2200 dependent on how it feels at the time
the custom roms are a lot faster then what dell has to offer
Stock roms are slower since they have a lot of hardware acceleration turned off, some can be reenabled by editing build.props and some require a custom kernel (like in streakdroid)
Half the real work on streakdroid is irking out every performence tweak that dj_steve and fards knows of, but not all of them are stable so they become optional (like perfmod)
After downloading dungeon defenders and poking around on title screen/opening lvl thing it seems acceptly fast if you turn down resolution,
i cant find how to turn on fps counter though
But isn't there a 60fps cap in the stock rom. So you can't really compare it to custom roms...
Fps cap doesnt matter if you're not even hitting it, I'm pretty sure even with res turned down it's still only running at mabye ~30 fps?

[Testing] The SGP Can Play *Some* Tegra (THD) Games!

Well, after messing around with Chainfire3d a bit and downloading the NVIDIA plugin, I decided to give some Tegra-supported games a shot!
4 CONFIRMED WORKING SO FAR! Still testing games! If you want to help, feel free to test some as well and post your results!
Keep in mind that SOME (not all) of these games ARE HUGE, so make sure you have plenty of space on your internal/phone storage prior to downloading the data online! I think GOF2 THD was about 500+MB of additionally downloaded data.
Here is what works so far with my device at 1GHz + NVIDIA chainfire3d plugin + MSAA 4x enabled :
1.) GOF2 THD <-- Looks AMAZING (though is a rather simple game) , I didn't think the SGP could output such sharp graphics considering it's fairly weak GPU! And the framerate is more than playable!
~ WITHOUT THE PLUGIN IT WILL BE BLACK AND WHITE WITH "NO" 3D TEXTURES. PLEASE MAKE SURE TO APPLY THE "NVIDIA" PLUGIN FOR THIS GAME PRIOR TO PLAYING
~ NOTE THAT THIS GAME USES A "TON" OF RAM! AROUND 130MB, SO PLEASE CLOSE OTHER APPLICATIONS/GAMES PRIOR TO PLAYING!
2.) AirAttack HD Part 1 - Works just fine! The graphics look pretty darn good for a top down kind of arcade-ish game!
~ Uses around 61mb of RAM, so not really a hog.
~ Doesn't seem to slow down the CPU @ 1GHz
~ Works!
3.) Riptide GP
~ Looks AMAZING
~ Runs extremely smooth at max resolution
~ Make sure to set the NVIDIA plugin and enable 4x MSAA
~ RUNS PERFECT! =)
4.) Shine Runner (Tegra)
~ Looks amazing!
~ Runs very smoothly
~ High quality textures!
~ Make sure to use the NVIDIA plugin and enable 4x MSAA!
Games THAT DO NOT WORK (At least at the moment, messing with settings may allow them to work, or overclocking to higher frequencies over 1GHz)
2.) SoulCraft BETA <--- Uses 130MB~ RAM (which is doable) , but the CPU struggles with it @ 1GHz, may work better at higher clocks.
THIS GAME MAY REQUIRE OVERCLOCKING TO BE ABLE TO BE RUN --- Not interested in testing that atm, but if you do, let us know!
~ Update 11:42 EST - Crashed at around 91% loaded, going to try again.
~ Update 11:46 EST - Crashed again, trying with textures lowered/dropped to 16bit, still no luck. This game may work with overclocking.
3.) Not sure what to test next, have any games you'd like to test?
Let's see what else we can play! If you own any Tegra games (I don't have the money to toss around for random games atm, like Shadowgun) at the moment for other devices; Use the market fix to make THD games show up, download, set the plugin to NVIDIA and give it a shot!
Post your results here and i'll add them to the main post!
Happy gaming all!
New find! We can play some THD games in much higher resolution. It makes Fruit Ninja THD look a lot better. Almost double+ the resolution.
Download "Spare Parts Plus" from the market and disable the option about compatibility for older applications and reboot, then you'll see the stunning difference (at least in the Fruit Ninja THD app).
Modern HD gaming is becoming a little easier for SGP owners!
Now we just need a way to enable a little higher MSAA (Higher than 4x) to smooth out edges in 3D games and it'll be perfect considering it's lack of modern hardware!
Enjoy everyone!!!!
*reserved for more games*
*reserved*
I can play shadowgun, runs fine, still no slowdowns.

[INFO] Nexus 10 vs Nexus 7 and emulators

Last summer, I decided to buy a Nexus 7 for using it mainly as an ebook reader. It's perfect for that with its very sharp 1280x800 screen. It was my first Android device and I love this little tablet.
I'm a fan of retro gaming and I installed emulators on every device I have: Pocket PC, Xbox, PSP Go, iPhone, iPad3, PS3. So I discovered that the Android platform was one of the most active community for emulation fans like me and I bought many of them, and all those made by Robert Broglia (.EMU series). They were running great on the N7 but I found that 16GB was too small, as was the screen.
I waited and waited until the 32 GB Nexus 10 became available here in Canada and bought it soon after (10 days ago). With its A15 cores, I was expecting the N10 to be a great device for emulation but I am now a little disapointed. When buying the N10, I expected everything to run faster than on the N7 by a noticeable margin.
Many emulators run slower on the N10 than on the N7. MAME4Ddroid and MAME4Droid reloaded are no longer completely smooth with more demanding ROMs, Omega 500, Colleen, UAE4droid and SToid are slower and some others needed much more tweaking than on the N7. I'm a little extreme on accuracy of emulation and I like everything to be as close to the real thing as possible. A solid 60 fps for me is a must (or 50 fps for PAL machines).
On the other side, there are other emus that ran very well: the .EMU series and RetroArch for example. These emulators are much more polished than the average quick port and they run without a flaw. They're great on the 10-inch screen and I enjoy them very much. The CPU intensive emulators (Mupen64Plus AE and FPSE) gained some speed but less that I anticipated.
So is this because of the monster Nexus 10's 2560x1600 resolution? Or is it because of limited memory bandwith? Maybe some emulators are not tweaked for the N10 yet. I wish some emulators had the option to set a lower resolution for rendering and then upscale the output. I think that many Android apps just try to push the frames to the native resolution without checking first if there is a faster way.
The N7 has a lower clocked 4 core CPU but has only 1/4 the resolution. I think that it's a more balanced device that the N10 which may have a faster dual core CPU but too much pixels to push. It's much like the iPad3 who was twice as fast as the iPad2 but had a 4x increase in resolution.
I am now considering going for a custom ROM on the N10 but I wonder if I will see an increase in emulation speed. Maybe those of you who did the jump can tell me. I'm thinking about AOKP maybe.
Any suggestion on that would be appreciated, thanks!
The emulators just need to be tweaked a bit to better perform on the completely different processor architecture. Really our processor is far more powerful than the Nexus 7 so the emulators should run faster. I too am a fan of the old games, and I play Super Nintendo and Game Boy Advance (and some Color) games quite often. I find performance to be perfect with no issues at all, but then again those arent exactly "demanding" emulators.
We do not have any sort of memory bandwidth limitation on the Nexus 10. The tablet has been designed to give the full needed 12.8 GB/s of memory bandwidth that is required for 2560x1600 resolution.
EniGmA1987 said:
The emulators just need to be tweaked a bit to better perform on the completely different processor architecture. Really our processor is far more powerful than the Nexus 7 so the emulators should run faster. I too am a fan of the old games, and I play Super Nintendo and Game Boy Advance (and some Color) games quite often. I find performance to be perfect with no issues at all, but then again those arent exactly "demanding" emulators.
We do not have any sort of memory bandwidth limitation on the Nexus 10. The tablet has been designed to give the full needed 12.8 GB/s of memory bandwidth that is required for 2560x1600 resolution.
Click to expand...
Click to collapse
Hmm, if no memory bandwidth limitation exists on the N10, wouldn't I be able to run GTA 3 at 100% screen resolution and not have significantly lower FPS, as compared to 50% resolution?
Even Beat Hazard Ultra seems to be a bit laggy on the N10. When I inquired about it to the developer, he said:
Having to render to that size of screen [2560x1600] will slow the game down. It’s called being ‘fill rate bound’. Even for a good processor it's a lot of work as the game uses quite a lot of overdraw.
The solution is to draw everything to a smaller screen (say half at 1280x800) and then stretch the final image to fill the screen.
Click to expand...
Click to collapse
A sad true my nexus 10 get dam hot and i have to play games at 1.4 or 1.2 that sux
Sent from my XT925 using xda app-developers app
espionage724 said:
Hmm, if no memory bandwidth limitation exists on the N10, wouldn't I be able to run GTA 3 at 100% screen resolution and not have significantly lower FPS, as compared to 50% resolution?
Even Beat Hazard Ultra seems to be a bit laggy on the N10. When I inquired about it to the developer, he said:
Click to expand...
Click to collapse
But fillrate isnt memory bandwidth. We need both more MHz and more raster operations to get higher fill rate of pixels per second. We can overclock the GPU to get the MHz, and that will help, but we have to find a way to solve the higher heat output too from that. More ROP's are impossible as it is a hardware design for how many we have. If we ever get to overclock up to around 750 MHz then we should see a 30-40% improvement in fill rate. At that point we may have memory bandwidth problems, but we wont know for sure until we get there. But the 12.8GB/s of bandwidth that we currently have is enough to support 2560x1600 resolution at our current GPU power. Our Nexus 10 also has the highest fillrate of any Android phone or tablet to date, about 1.4 Mtexel/s. And if we have memory bandwidth limitations, then we would see no improvement at all from the current overclock we do have up to 612-620MHz because the speed wouldnt be where the bottleneck is. Yet we can clearly see in benchmarks and real gaming that we get FPS increases with higher MHz, thus our current problem is the fillrate and not the memory bandwidth.
Also, the solution is not to render the game at half the resolution as that is a band-aid on the real problem. If the developer of a game would code the game properly we wouldnt have this problem, or if they dont feel like doing that then they should at least stop trying to put more into the game than their un-optimized, lazy project is capable of running nicely.
espionage724 said:
Hmm, if no memory bandwidth limitation exists on the N10, wouldn't I be able to run GTA 3 at 100% screen resolution and not have significantly lower FPS, as compared to 50% resolution?
Even Beat Hazard Ultra seems to be a bit laggy on the N10. When I inquired about it to the developer, he said:
Click to expand...
Click to collapse
With that logic you could buy any video card for a PC and it would run any game at the resolution the video card supports. That isn't the case because rendering involves more than just memory fill rate. There are textures, polygons, multiple rendering passes, filtering, it goes on and on. As EniGmA1987 mentioned nothing has been optimized to take advantage of this hardware yet, developers were literally crossing their fingers hoping their games would run 'as is'. thankfully the A15 cpu cores in the exynos will be used in the tegra 4 as well so we can look forward to the CPU optimizations soon which will definitely help.
Emulators are more cpu intensive than anything else, give it a little time and you won't have any problems with your old school games. Run the new 3DMark bench to see what this tablet can do, it runs native resolution and its not even fully optimized for this architecture yet.
2560*1600*4*60/1024/1024 = 937,3 MB/s for a 60 fps game at 32-bit depth. Most emulators don't use 3D functions so fillrate, rendering, overdraw won't be a factor. Most emulators are single-threaded (correct me if I'm wrong) and the A15 should shine in this particular situation and even more so in multi-threaded scenarios. With its out-of-order pipeline and greatly enhanced efficiency it should be perfectly suited for the job.
We have the fillrate, we have enough CPU power and I'm still wondering why simple app like emulators aren't much faster than that. Is it Android? Is it the Dalvik VM? Or is it because some emulators need to be written in native code instead of using Java VM? I'm not a developer and I have only minimal knowledge in this department. I can only speculate but I'm curious enough about it that I started googling around to find why.
Lodovik said:
2560*1600*4*60/1024/1024 = 937,3 MB/s for a 60 fps game at 32-bit depth
Click to expand...
Click to collapse
Just curious but what is that calculation supposed to be? total bandwidth needed? Cause I don't see your bit depth in there, unless the 4 is supposed to be that? If that is true than you are calculating on 4-bit color depth?
And then the result would just be bandwidth required for pixel data to memory wouldnt it? It wouldnt include texture data in and out of memory and other special functions like post processing.
2560*1600 = number of pixels on the screen
4 = bytes / pixels for 32-bits depth
60 = frames / second
/1024/1024 = divide twice to get the result in MB
Actually, I made a typo the result is 937,5 MB/s or 0.92 GB/s. This is just a rough estimate to get an idea of what is needed at this resolution just to push the all pixels on the screen in flat 2D at 60 fps, assuming that emulators don't use accelerated functions.
My point was that with 12.8 GB/s of memory bandwith, we should have more than enough even if this estimate isn't very accurate.
Thanks for the explanation
If there really were a memory bandwidth limitation the newer Trinity kernels and newest KTManta should help. In addition to the higher GPU speed they both allow (KTManta up to 720MHz) both ROM's have increased memory speeds which increase memory bandwidth to 13.8GB/s, up from 12.8 on stock.
Thanks for the info. There's so many configuration options available for the Nexus 10. I really enjoy having all those possibilities.
EniGmA1987 said:
If there really were a memory bandwidth limitation the newer Trinity kernels and newest KTManta should help. In addition to the higher GPU speed they both allow (KTManta up to 720MHz) both ROM's have increased memory speeds which increase memory bandwidth to 13.8GB/s, up from 12.8 on stock.
Click to expand...
Click to collapse
=Lodovik;40030*1600*4*60/1024/1024 = 937,3 MB/s for a 60 fps game at 32-bit depth. Most emulators don't use 3D functions so fillrate, rendering, overdraw won't be a factor. Most emulators are single-threaded (correct me if I'm wrong) and the A15 should shine in this particular situation and even more so in multi-threaded scenarios. With its out-of-order pipeline and greatly enhanced efficiency it should be perfectly suited for the job.
We have the fillrate, we have enough CPU power and I'm still wondering why simple app like emulators aren't much faster than that. Is it Android? Is it the Dalvik VM? Or is it because some emulators need to be written in native code instead of using Java VM? I'm not a developer and I have only minimal knowledge in this department. I can only speculate but I'm curious enough about it that I started googling around to find why.
Click to expand...
Click to collapse
You are taking what I said out of context. I was responding to someone else, thus the "quote" above my post.
Since you posted I loaded up some Super Nintendo, N64, and PlayStation games on my n10 without any issues. It may just be your setup. There are a lot of tweaks out there that could easily increase performance. One great and very simple one is enabling 2D GPU rendering which is in developer options. Just do some searching. GPU Overclocking won't help much, as you said above your games are only 2D. I am sure you can get them running just fine.

[Q] i9100 vs 4s gaming

Would galaxy s2 or iphone 4s be good for the latest high graphical intensive games. I can buy s2 refurbished for 182 dollars unlocked or pseudo like new iphone 4s white 32gb unlocked for 250 dollars. Which device should handle all high end games from gameloft and games like gta vice city gta 3 need for speed most wanted, at fullest graphic detail without the slightest lag. >>>>> Note i can only choose s2 or 4s so please no posting about another device.
ian619420 said:
Would galaxy s2 or iphone 4s be good for the latest high graphical intensive games. I can buy s2 refurbished for 182 dollars unlocked or pseudo like new iphone 4s white 32gb unlocked for 250 dollars. Which device should handle all high end games from gameloft and games like gta vice city gta 3 need for speed most wanted, at fullest graphic detail without the slightest lag. >>>>> Note i can only choose s2 or 4s so please no posting about another device.
Click to expand...
Click to collapse
I'm using my S2 too for gaming (during train rides). The S2 works fine with recent heavy games. It even runs Asphalt 8 in high quality mode without a hitch (it's defaulting to medium quality, but it can be changed in the game settings).
EDIT: it also runs "need for speed most wanted" just fine.
The 4S also has an heavy GPU, so that will do fine too.
One big advantage of the S2 is the screen size. You will certainly appreciate this while gaming.
SII has bigger screen and if you need extra horsepower just install a custom kernel and overclocked the CPU and GPU. Iphones however have games that are hightly optimized so framerates have been know to be one of the best
Better to be safe than sorry,so buy 2 of each.
-------------------------------------------
maybe your an iphone expert
------------------------------------------

Weird stuttering on Galaxy Ace 3 LTE, tried everything to fix it...

Keep in mind that english is not my first language, and I'm posting here because of the visibility and because my device hasn't got a section.
I own a galaxy ace 3 LTE, Qualcomm MSM8930 Snapdragon 400, dual core 1.2 ghz with adreno 305 and 1GB ram, android 4.2.2. Sounds quite good, but something really bothers me... The stutters.
This phone stutters noticeably when scrolling (anywhere: stock browser, third-party browsers, on sms list...) and in VERY BASIC 2D GAMES, like Line Runner, Doodle Jump, Impossible Game. On this game, I found that it stutters a lot more right after I touch the screen to jump.
My previous device was an LG L7 II, with 768MB of ram, a dual core cortex a5 1 ghz processor and an adreno 203, and it was WAY better in this regard. Those 2d games worked like a charm on my LG phone.
Other than that, the phone is fast and can run even heavy 3d games with little to no problems. And I only have some basic background processes running, such as phone processes or gcm service.
Already tried developer options (all of them), different governors, I/O schedulers, greenify, frozing samsung junk, seeder, factory reset, flashing the whole firmware again... Nothing worked.
Samsung pulled out some updates for this phone, but the problem is still here. Please, tell me if there's something else I can try, or at least if this is a problem that Samsung can fix with an update or is an hardware fault.The phone is perfectly usable but this is REALLY annoying.
I forgot to add a thing: depending on the app, stuttering while scrolling occurs more or less frequently. But it's always there.
Stuttering in 2d games makes them more difficult and look like sh...

Categories

Resources