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v0.1.1 - performance update for phones
Same sources-only kit as v0.1.0, rebuilt around the first real-device
feedback: the game boots and plays on a mid-range phone (8 GB RAM), but the
frame rate was unusable. This update targets the Android present/pacing
layer and adds measurement for the next iteration.
Engine patch changes
- Android now presents through the FIFO swapchain mode, so frames align with
the panel vsync instead of landing in irregular bursts. - The frame pacing loop sleeps coarsely and then spins the final
millisecond, removing the 1-2 msSDL_Delayscheduler slack from the
cadence. - On Android the swapchain surface is capped at roughly 1.4 M pixels (aspect
preserved) while the compositor upscales the result; this cuts the final
blit fill cost several-fold on tall 1080p/1440p-class panels. - The deinterlace weave became a runtime switch (initial state follows
PS2_NO_DEINTERLACE) rather than a compile-time constant, so a governor
can drop the extra blend pass on weak devices. PS2_PRESENT_MODE=immediate|mailbox|fifocan force the present mode.- One logcat line per second (tag
GoW2Stats) reports present fps, CPU %,
GPU %, RSS, audio queue depth, and VU1 interpreter fallback calls, plus
the chosen GPU adapter and surface size at startup. TheVuintvalue
classifies a slow device: high values mean missing VU1 AOT programs, not
renderer cost.
Kit housekeeping
- Android app versionCode 2 / versionName 1.1.
engine.patchSHA-256:
12214CB7ABBA52930AFBEF7F3B8826C70BCA2961007CAD2AFDA26DEB467A6441- README progress numbers were recalibrated after the first device run
(~82% engineering, hardware validation ~5%).
Verify the archive
Get-FileHash .\gow2-android-build-kit.zip -Algorithm SHA256
# expected: 48EEEFCF5FE126220D43122656F07911BA19A3EA8C1832F5A78AAA8837650AFCNo game data, ISO, generated code, ELF, or APK is included - unchanged from
v0.1.0. See README.md and VERIFICATION.md for status and the honest
"not verified" list.