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Surpasses your Galaxy S, as the next gen will surpass this.

sadly no galaxy s2 benchmarks. Odd but the evo 3d was consistently a hair faster than the sensation. Last but least he noted the 3d hardware layering use a bit of power; wonder what this does for battery life under 2d.
It does have 256mb more RAM, that probably explains the difference.
Last but least he noted the 3d hardware layering use a bit of power; wonder what this does for battery life under 2d.
Shouldn't matter unless access speed is different or the application is memory constrained (not so likely I would think).
I'll expect the SGS2 to do better in these particular benchmarks but we'll just have to see.
I base that on an interesting fps benchmark that Shocky noted elsewhere here in the forums - but it was for the Nenamark2 ... ah, here's the link:
http://androidforums.com/htc-sensat...ther-comparisons-impressions.html#post2762394
FWIW - The Anandtech article also did the normalizing in the opposite direction: scaling from previous results about 23 fps were expected, but 21 was measured.
In the Nenamark2 example, the Sensation got 26 fps on average, so it's right in that same ballpark - whereas the SGS2 is reported at 46 fps.
Look at the big difference in variability of results, tho - that could be interesting.



At this point in the thread, I want to give the same caution I gave in the SGS2 and Sensation forums where claims of optimized or deficient benchmarks arise:
The benchmarks attempt to measure and show how hardware responds to a specific set of app calls to an OpenGL software library, usually made in some stressful way (if the benchmark is worth anything).
It's tempting to explain away unfavorable results, but in truth, if some app you need or want is coded in any way similarly to the benchmark in question, then that app is likely to run less well on your phone.
In the end, looking at all benchmarks is a good idea - but the best use of the graphics benchmarks are for app developers to choose which OpenGL calls to make to serve their audience - because there's more than one way to do about anything in graphics programming.
The way to not use the benchmarks is like results of a horse race.
There is no mystery whatsoever as to what the hardware can do. Sign a non-disclosure agreement with SoC maker as a recognized member of the hardware industry with a need to know and you can get the raw chip benchmarks straight from the horse's mouth. I absolutely promise that Qualcomm and Samsung and TI know precisely the performance of their graphics cores measured on bare metal.
At one time not long ago, they usefully published that in the open on the web. My favorite was the blog-published benchmark showing that Hummingbird could do more millions of triangles per second than Samsung measured and spec'd - by a wide margin. IOW - what the blogs reported was flatly unpossible for one particular measurement by one particular benchmark.
So - yep - it's a fine line. Look for benchmarks that exaggerate and through them out - but consider unfavorable benchmarks carefully because you might get an unfavorable app some day.
This whole rant goes back to my common claim - benchmarks have to correlate to the real world - and that ain't easy when you think about it.
Anyways - I promise if I had the answers, I'd tell you.![]()
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Yea but in a way you didn't answer. What you said is true; but conversely the only thing required to improve the global graphics performance when using openGL is improve the openGL implementation for the device. So a converse question would be (and what we (or I) sort of want to know is how close are the results for the various devices with the NenMarks to what the devices are capable. It might very well be that the drivers are better optimized on the sensation/evo3d and the galaxy s2 is capable of doing significantly better![]()
So do you know much about the raw hardware architecture that you can share (i.e, not under NDA) and how much room exist for improvement ?

Exactly true on all points - in the end, it all comes down to final integration, because you don't run an SoC.
We run apps inside the Dalvik Virtual Machine that call underlying Linux services that thread through the kernel (and drivers/infrastructure code) that interfaces with a lot of important silicon on the motherboard (including the SoC) as well as the touchscreen display.
Any number of chip choices, board layouts, other hardware integrations and then - finally - kernel/infrastructure code could make or break letting the capabilities of the SoC shine through.
I post SoC teardowns, functional block diagrams, manufacturer data sheets, and insider analyses wherever and whenever I find them on the open web. One of our members here is a handset maker and he commented often that I had published more data here than he was seeing anywhere else, and in many cases, even before he saw it through his means.
Sadly, even some of the links I published last year are dead now, with no replacements. Have no doubt - if they slip up and open the doors just a crack, I'll have it first, and you'll have it next.
I'm not some great insider with all of the answers, but I do know a few and I do my best to share what I can.![]()
We run apps inside the Dalvik Virtual Machine that call underlying Linux services that thread through the kernel (and drivers/infrastructure code) that interfaces with a lot of important silicon on the motherboard (including the SoC) as well as the touchscreen display.
Well the entire point of my post and question is that while evo3d is 1/2 the speed of the galaxy s2 for rendering; the software is very new for both platforms. It sounds like from your comment we have no clue if things will get better or are as good as they are going to get when updates to the software arrive for either platform (i.e, if huge room for improvements exist using the andriod/opengl layering). That's really all I'm trying to ask. It could very well be that the evo3d layer is highly optimized and there is very small room for improvement and the galaxy s2 is highly unoptimized and will show significant improvement as revisions are pushed to the device. Right ?
Almost.Right?
Yeah, I get it now - I wasn't trying to be evasive. I was perhaps unclear on questions before.
Almost.
My point of view -
- Yes, only time will tell if the 3vo is as good as it gets as to be delivered. The Qualcomm development platform for the 8660 suggests strongly there's still room for some improvement compared to the HTC delivery, maybe as much as around 10% at the present clock speed.
- Until more benchmarks are in, we won't know if the 3vo is 1/2 rendering speed of SGS2. So far, we believe the SGS2 is faster by some possibly significant amount.
- HTCs tend come out of the box sluggish until properly configured by the user.
- Independent kernel devs usually improve performance of any of the great phones, therefore establishing the history that neither the HTC nor Samsung kernels are likely performance optimized - if anything, we expect them to be over-cautiously designed and verified for stability as the prime directive. Note: kernel changes can make huge performance differences without changing voltages or clock speeds, and more if you add those in. We have no idea, the true upper-bound clocking rates for either device yet.
- The tug of war with OpenGL and the makers gpu preferences will never end and usually only improve - only Swammi knows if those changes are on the near horizon or if the maker/carriers will be involved for any updates on any of those components. My expectation again, because both maker claim to adhere to unlocked bootloaders, is that higher-performance roms will also come from the independent dev communities for both the SGS2 and 3vo.
- Unless we know that game apps will need these potential OpenGL changes, I'd care more about the right kernel and user configurations than anything like that.
- I am not a hardcore gamer but I do know that hardcore gamers complain at rates below 90 fps on PCs, so I don't know the true expectation for hardcore gamers on phones.
I guess I focused before on more of a different direction - everyone that touches either device is reporting great results regardless of benchmarks, except for that one naggingly-bad browser showing on the Sensation compared to the SGS2.
FWIW - one UK owner of a well-running Desire HD (kinda like a Thunderbolt) with Gingerbread noted his new Sensation ran like the previous phone, just a little bit smoother overall. Note again, the DHD running full Sense 2, while the Sensation pulled that off running full Sense 3.
Am I helping and answering or still babbling?? Please feedback.

Oh wow, didn't even see that. Nice! Reading now. Thanks!Latest Anandtech has those old dev platform marks + new ones for Evo 3D and Sensation.
BTW - _great_ to hear from you again!!![]()