Editing Android 8.1 on the RP2
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The version of Android that a device uses is not the only limiting factor that can prevent a particular app from running. There are other concerns such as memory, storage space, and hardware features. For many Android emulators, the RP2's GPU will still be a barrier to working. Many more advanced emulators, and especially those for more recent systems, require a GPU that supports at least OpenGL ES version 3.1. | The version of Android that a device uses is not the only limiting factor that can prevent a particular app from running. There are other concerns such as memory, storage space, and hardware features. For many Android emulators, the RP2's GPU will still be a barrier to working. Many more advanced emulators, and especially those for more recent systems, require a GPU that supports at least OpenGL ES version 3.1. | ||
The RP2 is built around a MediaTek MT6580 system-on-a-chip. This includes a quad-core Cortex-A7 CPU and a Mali-400 series GPU. | The RP2 is built around a MediaTek MT6580 system-on-a-chip. This includes a quad-core Cortex-A7 CPU (normally clocked at 1.3GHz, but running at up to 1.5GHz in the RP2), and a Mali-400 series GPU (probably a Mali-400 MP2, but apparently unconfirmed). | ||
The Mali-400 series of GPU designs were released in 2008, and were only ever intended to support OpenGL ES 2.0 at best. The OpenGL ES 3.1 and 3.2 specifications were published in 2014 and 2015 respectively, and Vulkan even later. While OpenGL and Vulkan are software standards (APIs), they are standards for translating from a common graphics language to actual instruction codes that can be interpreted by a particular GPU. That means that there isn't a generic "OpenGL ES 2.0" app that can easily be upgraded or replaced. Instead, there is a device driver (similar to those in a desktop computer's operating system) which has been written specifically to translate between OpenGL ES 2.0 and the Mali-400's internal instruction set. | The Mali-400 series of GPU designs were released in 2008, and were only ever intended to support OpenGL ES 2.0 at best. The OpenGL ES 3.1 and 3.2 specifications were published in 2014 and 2015 respectively, and Vulkan even later. While OpenGL and Vulkan are software standards (APIs), they are standards for translating from a common graphics language to actual instruction codes that can be interpreted by a particular GPU. That means that there isn't a generic "OpenGL ES 2.0" app that can easily be upgraded or replaced. Instead, there is a device driver (similar to those in a desktop computer's operating system) which has been written specifically to translate between OpenGL ES 2.0 and the Mali-400's internal instruction set. |