Corrected manifest to use sdk 3 instead of 4 Changed project dependencies to Android 1.5 SDK
Works on original HTC Hero (1.5, got menus and demo running including sound) i have no keyboard support, how can i make a benchmark?
Comment #1
Posted on Feb 25, 2010 by Happy HippoI'm not sure if it will work but it is worth a try. In case of normal quake3 you can start a demo from the commandline using './quake3 +timedemo 1 +demo four'. You could pass this to the game from the kwaakjni library.
Note something else which I haven't investigated. On some devices the default EGL framebuffer config which GLSurfaceView selects is not well accelerated. It might be worth to experiment with it. I didn't play with it yet because people discouraged that since it is tricky on the Milestone (here the default format is ok).
Comment #2
Posted on Feb 25, 2010 by Quick WombatHere is the timedemo results:
Normal timedemo WITH sound: 1260 frames 109.6 seconds 11.5 fps 34.0/87.0/339.0/32.4 ms
Normal timedemo WITHOUT sound: 1260 frames 86.8 seconds 14.5 fps 28.0/68.9/194.0/22.7 ms
Faster cfg timedemo: 1260 frames 87.0 seconds 14.5 fps 28.0/69.0/251.0/22.1 ms
The cfg i used: http://ucguides.savagehelp.com/Quake3/files/VisualFPS4.cfg Apperently it did not give any extra fps :-)
I also attached a screenshot from the demo.
Oh yeah, and nice port btw!
- device.png 190.45KB
Comment #3
Posted on Feb 25, 2010 by Happy HippoNice that it works :) The performance is similar to what I expected. The G1 had around 10fps but that is at ~330MHz or so while this is about 50% faster, so around 15 sounds good. If you use vertex lighting you will likely reach 20fps and setting the texture mode to GL_NEAREST_MIPMAP_NEAREST might bring you 0.5fps more but it will look a little worse.
Comment #4
Posted on Feb 25, 2010 by Happy HippoI have added the results to the website. I might tweak the audio code a bit today which might give 1 or 2 extra frames per second.
Comment #5
Posted on Feb 25, 2010 by Quick WombatI will run the demo again when it is done then, just for comparison :-)
Comment #6
Posted on Feb 25, 2010 by Happy HippoI have uploaded a new build which has the new audio code. I like to know how it works. It relies on JNI code which I haven't pushed to svn yet because I'm not convinced about the stability, so you can't benchmark it yet. I hope to add it tomorrow once I hear back from everyone.
Comment #7
Posted on Feb 26, 2010 by Swift Monkeythis dosent cout but hey i figured you might whanted to know, iv succesfully run quake3 on my ported 2.0.1 android build for my htc raph, it runs about 10 fps give or take, clock is at 528mhz, and i cannot get it to work with sound only with sound off it works. again dont pay much attention to this my phones android port is not yet fully optimized
Comment #8
Posted on Feb 26, 2010 by Swift OxComment deleted
Comment #9
Posted on Feb 27, 2010 by Quick WombatIf you add +condump console.log to the argument list in jnikwaak.c then you can read the results in your quake3 folder after the demo has run. :-)
Comment #10
Posted on Mar 1, 2010 by Helpful Wombathow can I add timedemo to kwaakjni library ? I need to modifying and build source code? ;-) I run kwaak3 on my Samsung Spica, this phone have Samsung s3c6410 processor, sound not working, game work ok. Demo shows fps between 4-14 fps on normal settings... My Spica have very poor 3D driver, even 3D games from Android Market don't run smoothly :( Anyway great work :-)
Comment #11
Posted on Mar 2, 2010 by Happy HippoThere is a new build online which hopefully fixes the remaining audio problems. In a next build I plan to add some benchmark button to make it easier. If you want to patch the source you should pass the commands I mentioned in argc/argv to the quake3 main function in kwaakjni.c
Comment #12
Posted on Mar 12, 2010 by Grumpy MonkeyHi! It is possibile to download the apk with manifest corrected to work on 1.5? Cause i don't know how to do it myself...
Comment #13
Posted on Mar 17, 2010 by Quick WombatComment deleted
- kwaak3_1.5_patch.txt 1.62KB
Comment #14
Posted on Mar 17, 2010 by Quick WombatComment deleted
Comment #15
Posted on Mar 17, 2010 by Quick WombatSeems i missed the sdk dependency in the manifest... Tried updating it, but the changes that has been made to the native code does not match those i compiled.. giving it a more serious try later.
Comment #16
Posted on May 21, 2010 by Helpful LionWorking on Sony ericsson Xperia X10. lil laggy. demos runs like a machine. cant see fps tho. X10 is touch screen only. configured volume buttom to move forwards and backwards and camera button to shoot. there is a way to remove more textues, cant remember how will try find out and post. The pros used to play with no textures. This should increase FPS alot. sound works.
Comment #17
Posted on Jun 8, 2010 by Swift CatHi . I wan't to benchmarks on Archos 5 it with a new 3d firmware it's seem look run betweem 20 and 30 fps so i don't have any experience on NDK anyone to compile a benchmarks version?
Comment #18
Posted on Jun 8, 2010 by Swift Cati finally manage a system for type timedemo 1 in game with wiimote as keyboard . i get : No sound 1260 frames 46.0 seconds 27.4 fps 17.0/36.5/1265.0/11.2ms with sound 1260 frames 62.9 seconds 20.0 fps 18.0/49.9/1405.0/18.6ms
Comment #19
Posted on Jun 8, 2010 by Swift Catwith sound low res 1260 frames 60.1 seconds 21.0 fps 14.0/47.7/1095.0/20.0ms with sound low res lighting vertex 1260 frames 51.6 seconds 24.4 fps 15.0/41.0/1258.0/15.4ms
Comment #20
Posted on Jun 29, 2010 by Swift BirdI just installed this on my HTC Hero running Android 2.1.
Exactly how can I fire up a timedemo for benchmarking?
I don't have any keyboard inputs to use on the console.
I did see mention to "kwaakjni library," but I don't understand what I have to do to run the demo.
Comment #21
Posted on Jul 11, 2010 by Happy HippoI have add some changes which make benchmarking easier to SVN. It will be in a new build which I will upload today or tomorrow. I consider this bug about 'benchmarking' and consider it fixed ;) I'm not sure if I will add an official 1.5 build though.
Just some results on my Nexus One: Using default settings with or without audio you get respectively 19.5fps and 21.3fps. If lightmaps (a form of lighting) are disabled, the performance improves to 25fps and 28.4fps, that's under heavy situations.
Comment #22
Posted on Nov 13, 2010 by Happy Bearhello. where I could get the version of quake 3 not deal with left wing pad. as it is right wing pad. would greatly appreciate it. would pay if it is necessary to have the right wing pad please Thanks greetings
Comment #23
Posted on Dec 19, 2010 by Massive WombatI need for 1.5
Comment #24
Posted on Dec 19, 2010 by Grumpy HippoGot it working on HTC tattoo but the textures are real white so can't see anything except gun enemies ammo etc.
Comment #25
Posted on Apr 16, 2011 by Massive DogI have a lg GT540 Android 1.6 and I installed Kwaark3 and put quake 3 Arena (full) in my sd card. The only problem is that when i open kwaark3 and press "play game". The screen becomes black and then it goes back to the kwaark3 menu. Can you please help me solve this issue/problem.
Thanks; Paul
Comment #26
Posted on Jul 21, 2011 by Quick WombatI have nexus s & quake3 runs perfectly but there's no joystick so i cant move so pls if anybody knows solution pls reply
Comment #27
Posted on Oct 10, 2011 by Happy GiraffeComment deleted
Comment #28
Posted on Mar 4, 2013 by Swift OxОвьатсдышчоыо
Comment #29
Posted on Mar 11, 2013 by Happy Dogits perfect to me in xoom2 (motorola) with bluetooth keyboard... but, isn't the same to the bluetooth mouse... would be possible to keep the original code, referring to the mouse, to make it work with the bluetooth mouse?
Comment #30
Posted on Jul 27, 2013 by Massive OxIs this project still going? My phone is Oppo FInd 5 of China.I wanna try this great game. But I don't have any pak0.pk3 or pak1-pak8.pk3 files, can anybody send me these files? My email: charlesyoungx@gmail.com THanks in advance.
Status: Fixed
Labels:
Type-Defect
Priority-Medium