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Rock 5B: High Graphics Android Gaming 

The Byteman
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Hi! In this video, I will test some graphics intensive android games on Rock 5B running Android 12.
#Rock5B
#rk3588

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10 сен 2024

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Комментарии : 14   
@ezekielrobinson7897
@ezekielrobinson7897 Год назад
Cool video! Are using Android via sd card? If so which one?
@TheByteman
@TheByteman Год назад
Android is installed on emmc. But you can install it on sd card.
@watercoolingmodding
@watercoolingmodding 9 месяцев назад
Hello, make a video on how to install AndroidTV step by step would be nice thanks or do you know any instructions
@q4a_rus
@q4a_rus Год назад
Hi. Can you share txt report AIDA64? I would like to check detailed information about Vulkan driver/support.
@TheByteman
@TheByteman Год назад
> Device Name: Mali-G610 Device Type: Integrated GPU Device UUID: 71-F1-A7-22-FB-47-80-01-96-40-8A-2E-9A-D9-81-AB Device ID: 000013B5-A8670000 Memory Size: 7846172 KB Max 1D Image Size: 32768 Max 2D Image Size: 32768 x 32768 Max 3D Image Size: 32768 x 32768 x 32768 Max Cube Image Size: 32768 x 32768 Max Image Layers: 4096 Max Texel Buffer Elements: 268435456 Max Uniform Buffer Range: 65536 Max Storage Buffer Range: 268435456 Max Push Constants Size: 256 bytes Buffer Image Granularity: 1 bytes Max Bound Descriptor Sets: 7 Max Per-Stage Descriptor Samplers: 500000 Max Per-Stage Descriptor Uniform Buffers: 36 Max Per-Stage Descriptor Storage Buffers: 500000 Max Per-Stage Descriptor Sampled Images: 500000 Max Per-Stage Descriptor Storage Images: 500000 Max Per-Stage Descriptor Input Attachments: 9 Max Per-Stage Resources: 500000 Max Descriptor Set Samplers: 500000 Max Descriptor Set Uniform Buffers: 216 Max Descriptor Set Dynamic Uniform Buffers: 32 Max Descriptor Set Storage Buffers: 500000 Max Descriptor Set Dynamic Storage Buffers: 32 Max Descriptor Set Sampled Images: 500000 Max Descriptor Set Storage Images: 500000 Max Descriptor Set Input Attachments: 9 Max Vertex Input Attributes: 32 Max Vertex Input Bindings: 32 MaxVertex Input Attribute Offset: 2047 Max Vertex Input Binding Stride: 2048 Max Vertex Output Components: 128 Max Tesselation Generation Level: 64 Max Tesselation Patch Size: 32 Max Tesselation Control Per-Vertex Input Components: 128 Max Tesselation Control Per-Vertex Output Components: 128 Max Tesselation Control Per-Patch Output Components: 120 Max Tesselation Control Total Output Components: 4096 Max Tesselation Evaluation Input Components: 128 Max Tesselation Evaluation Output Components: 128 Max Geometry Shader Invocations: 32 Max Geometry Input Components: 128 Max Geometry Output Components: 128 Max Geometry Output Vertices: 256 Max Geometry Total Output Components: 2048 Max Fragment Input Components: 128 Max Fragment Output Attachments: 8 Max Fragment Combined Output Resources: 1000008 Max Compute Shared Memory Size: 32 KB Max Compute Work Group Invocations: 1024 Max Compute Work Group Size: X: 1024, Y: 1024, Z: 1024 Subpixel Precision Bits: 8 Subtexel Precision Bits: 8 Mipmap Precision Bits: 8 Max Draw Indexed Index Value: 4294967295 Max Draw Indirect Count: 4294967295 Max Sampler LOD Bias: 255.000000 Max Sampler Anisotropy: 16.000000 Max Viewports: 1 Max Viewport Size: 32768 x 32768 Viewport Bounds Range: -65536.000000 ... 65535.000000 Min Memory Map Alignment: 64 bytes Min Texel Buffer Offset Alignment: 64 bytes Min Uniform Buffer Offset Alignment: 16 bytes Min Storage Buffer Offset Alignment: 64 bytes Min / Max Texel Offset: -8 / 7 Min / Max Texel Gather Offset: -8 / 7 Min / Max Interpolation Offset: -0.500000 / 0.500000 Subpixel Interpolation Offset Bits: 4 Max Framebuffer Size: 32768 x 32768 Max Framebuffer Layers: 256 Framebuffer Color Sample Counts: 0x0000001D Framebuffer Depth Sample Counts: 0x0000001D Framebuffer Stencil Sample Counts: 0x0000001D Framebuffer No Attachments Sample Counts: 0x0000001D Max Color Attachments: 8 Sampled Image Color Sample Counts: 0x0000001D Sampled Image Integer Sample Counts: 0x0000001D Sampled Image Depth Sample Counts: 0x0000001D Sampled Image Stencil Sample Counts: 0x0000001D Storage Image Sample Counts: 0x00000001 Max Sample Mask Words: 1 Timestamp Period: 41.666668 ns Discrete Queue Priorities: 2 Point Size Range: 1.000000 ... 1024.000000 Line Width Range: 1.000000 ... 1.000000 Point Size Granularity: 0.062500 Optimal Buffer Copy Offset Alignment: 64 bytes Optimal Buffer Copy Row Pitch Alignment: 64 bytes Non-Coherent Atom Size: 64 bytes Driver Version: 13.0.0 API Version: 1.1.218 Vulkan Library: /system/lib64/libvulkan.so Alpha To One: Not Supported Anisotropic Filtering: Supported ASTC LDR Texture Compression: Supported BC Texture Compression: Not Supported Depth Bias Clamping: Supported Depth Bounds Tests: Not Supported Depth Clamping: Supported Draw Indirect First Instance: Supported Dual Source Blend Operations: Not Supported ETC2 and EAC Texture Compression: Supported Fragment Stores and Atomics: Supported Full Draw Index Uint32: Supported Geometry Shader: Supported Image Cube Array: Supported Independent Blend: Supported Inherited Queries: Not Supported Large Points: Supported Logic Operations: Not Supported Multi-Draw Indirect: Supported Multi Viewport: Not Supported Occlusion Query Precise: Supported Pipeline Statistics Query: Not Supported Point and Wireframe Fill Modes: Not Supported Robust Buffer Access: Supported Sample Rate Shading: Supported Shader Clip Distance: Not Supported Shader Cull Distance: Not Supported Shader Float64: Not Supported Shader Image Gather Extended: Supported Shader Int16: Supported Shader Int64: Not Supported Shader Resource Min LOD: Not Supported Shader Resource Residency: Not Supported Shader Sampled Image Array Dynamic Indexing: Supported Shader Storage Buffer Array Dynamic Indexing: Supported Shader Storage Image Array Dynamic Indexing: Supported Shader Storage Image Extended Formats: Supported Shader Storage Image Multisample: Not Supported Shader Storage Image Read Without Format: Supported Shader Storage Image Write Without Format: Supported Shader Tesselation and Geometry Point Size: Not Supported Shader Uniform Buffer Array Dynamic Indexing: Supported Sparse Binding: Not Supported Sparse Residency 2 Samples: Not Supported Sparse Residency 4 Samples: Not Supported Sparse Residency 8 Samples: Not Supported Sparse Residency 16 Samples: Not Supported Sparse Residency Aliased: Not Supported Sparse Residency Aligned Mip Size: No Sparse Residency Buffer: Not Supported Sparse Residency Image 2D: Not Supported Sparse Residency Image 3D: Not Supported Sparse Residency Non-Resident Strict: No Sparse Residency Standard 2D Block Shape: No Sparse Residency Standard 2D Multisample Block Shape: No Sparse Residency Standard 3D Block Shape: No Standard Sample Locations: Yes Strict Line Rasterization: Yes Tesselation Shader: Supported Timestamps on All Graphics and Compute Queues: Supported Variable Multisample Rate: Not Supported Vertex Pipeline Stores and Atomics: Not Supported Wide Lines: Not Supported Device Extensions: VK_KHR_incremental_present VK_KHR_shared_presentable_image VK_GOOGLE_display_timing VK_KHR_16bit_storage VK_KHR_8bit_storage VK_KHR_bind_memory2 VK_KHR_buffer_device_address VK_KHR_create_renderpass2 VK_KHR_copy_commands2 VK_KHR_dedicated_allocation VK_KHR_depth_stencil_resolve VK_KHR_descriptor_update_template VK_KHR_device_group VK_KHR_draw_indirect_count VK_KHR_driver_properties VK_EXT_extended_dynamic_state VK_EXT_extended_dynamic_state2 VK_KHR_external_fence VK_KHR_external_fence_fd VK_KHR_external_memory VK_KHR_external_memory_fd VK_KHR_external_semaphore VK_KHR_external_semaphore_fd VK_KHR_get_memory_requirements2 VK_KHR_image_format_list VK_KHR_imageless_framebuffer VK_KHR_maintenance1 VK_KHR_maintenance2 VK_KHR_maintenance3 VK_KHR_multiview VK_KHR_relaxed_block_layout VK_KHR_sampler_mirror_clamp_to_edge VK_KHR_sampler_ycbcr_conversion VK_KHR_separate_depth_stencil_layouts VK_KHR_shader_draw_parameters VK_KHR_shader_float16_int8 VK_KHR_shader_float_controls VK_KHR_shader_integer_dot_product VK_KHR_shader_non_semantic_info VK_KHR_shader_subgroup_extended_types VK_KHR_spirv_1_4 VK_KHR_storage_buffer_storage_class VK_KHR_timeline_semaphore VK_KHR_uniform_buffer_standard_layout VK_KHR_variable_pointers VK_KHR_vulkan_memory_model VK_KHR_zero_initialize_workgroup_memory VK_EXT_astc_decode_mode VK_EXT_calibrated_timestamps VK_EXT_descriptor_indexing VK_EXT_fragment_density_map VK_EXT_fragment_density_map2 VK_EXT_global_priority VK_EXT_global_priority_query VK_EXT_host_query_reset VK_EXT_image_robustness VK_EXT_index_type_uint8 VK_EXT_inline_uniform_block VK_EXT_line_rasterization VK_EXT_load_store_op_none VK_EXT_pipeline_creation_cache_control VK_EXT_pipeline_creation_feedback VK_EXT_primitive_topology_list_restart VK_EXT_private_data VK_EXT_provoking_vertex VK_EXT_queue_family_foreign VK_EXT_device_memory_report VK_ARM_rasterization_order_attachment_access VK_EXT_sampler_filter_minmax VK_EXT_scalar_block_layout VK_EXT_separate_stencil_usage VK_EXT_subgroup_size_control VK_EXT_texture_compression_astc_hdr VK_EXT_shader_subgroup_ballot VK_EXT_shader_subgroup_vote VK_EXT_texel_buffer_alignment VK_EXT_transform_feedback VK_EXT_external_memory_dma_buf VK_EXT_image_drm_format_modifier VK_EXT_custom_border_color VK_ANDROID_external_memory_android_hardware_buffer VK_KHR_swapchain VK_EXT_image_compression_control VK_KHR_shader_terminate_invocation VK_EXT_shader_demote_to_helper_invocation VK_EXT_rgba10x6_formats VK_EXT_4444_formats VK_KHR_synchronization2 VK_EXT_tooling_info Instance Extensions: VK_KHR_surface VK_KHR_android_surface VK_EXT_swapchain_colorspace VK_KHR_get_surface_capabilities2 VK_EXT_debug_report VK_KHR_device_group_creation VK_KHR_external_fence_capabilities VK_KHR_external_memory_capabilities VK_KHR_external_semaphore_capabilities VK_KHR_get_physical_device_properties2
@ezekielrobinson7897
@ezekielrobinson7897 Год назад
I can’t figure out how to write Android image to my nvme ssd. I have three Sandisk sd cards none of them work with any of the Android images available on Radxa wiki. I’ve tried all of them. The two images( box and tablet) show a Rockchip kernel at first then a black screen nothing else. The most recent image available (December 22) causes my fan to start spinning but nothing else. I have no clue
@TheByteman
@TheByteman Год назад
There is a specific image for nvme ssd and instruction. Can be found here github.com/radxa/manifests/releases.
@ezekielrobinson7897
@ezekielrobinson7897 Год назад
@@TheByteman thanks so much for quick response. I really appreciate it man. Yeah I downloaded the image specific for nvme and the dev tool whatchamacallit. The whole mask rom instruction is what’s tripping me up. Thanks again. Keep the cool vids coming
@JeroenteBrake
@JeroenteBrake Год назад
What’s the type of cooler you are using?
@Etienne85
@Etienne85 Год назад
Did you try Fortnite on this board? I tried briefly but had issue pressing UI buttons without game controller then I switched to Linux.
@TheByteman
@TheByteman Год назад
Tried fornite mobile but it is crashing when jumping on the battle bus.
@Etienne85
@Etienne85 Год назад
@@TheByteman :( at least you went a bit further than I
@Twiszted
@Twiszted Год назад
can you turn the graphics higher in the Grid?
@TheByteman
@TheByteman Год назад
hi, best graphics is already enabled.
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