Any trick to speed up Android 4.0 emulator? - android-emulator

I have rather strong dual core PC with 6GB RAM and yet Android 4.0 and 4.03 emulators are very, very slow.
Is there any trick to speed up this emulator or I would have to buy a new i5/i7 processor (like suggested in some other post)?
I am asking this as we've managed to speed up emulators in the past so there's got to be some trick to make it faster (both booting and working).

Try to scale screen size of your emulator to a smaller size.
For examples:
Screen size (in): 3 or 4
Monitor dpi: 160

Related

Android Emulator looks aliased or pixelated (Even with increased font and display size within android)

pixelated view in android emulator
It start giving me pixelated view after upgrading android studio
Downgraded emulator to previous version still giving me pixelated view
Changed dpi, override dpi settings like mentioned in other solutions doesn't work
Currently using my phone for now
Pc Specs
6 core intel cpu
rx 580 8gb GPU
16gb ram
1360x768p display resolution with 100% scaling
Emulator has pixel 4 device android 11 with default setting

High Memory Usage - Unity profiler shows that a single font texture takes up more than 150 MB of memory on android device

While trying to optimize a Unity game I discovered that font textures take up a ridiculous amount of memory on mobile devices (tested on Android - OnePlus 6). The texture does not seem to be cleared between scene switches, unlike the Editor, where the maximum size of a font texture is 4 MB at all times (even in the same scene with loads of different text elements) and does not climb any higher. Meanwhile, opening new scenes/windows with different texts increases the font texture memory even more and more on my phone. The attached image shows the profiler snippet when profiling my OnePlus 6 phone, after navigating to multiple scenes and opening different panels with various texts (which were using the same font).
My question is: what can I do about it - is it a bug or a feature? Why is the allocated texture memory not cleared/reset as it is on the Editor?

Memory issues on low end devices

Our game is designed in 1.5k resolution, so max size of image covering the screen is 1536*1152. There are around 600-900 textures of varying sizes per scene in our game which run without crashes on devices having more than 1.5GB RAM. The game crashes due to less memory on devices which have RAM lower than 1.5 GB. Currently the game needs around 800 MB to 1.1 GB of free RAM to work.
In future, the number of textures to be loaded per scene are going to be increased.
What steps can we take so that the image quality doesn't reduce in high resolution devices and also support low end devices which have RAM as low as 1 GB.

iPhone 4(S) vs iPad2 computer vision performance problems

We have this project using OpenCV and at first we developed for iPad2.
Everything ran smooth and an computer vision object recognition iteration was taking a little under 1 second.
So far so good. Now we are testing the app for iPhone on both 4 and 4S. Of course we did our research as the results were stating the iPhone4S performance was almost as fast as the iPad2.
The results of the iPhone 4 are terrible, one iteration takes 15 seconds. In the iPhone 4S on iteration takes 8 seconds.
So with our algorithms:
iPhone4 is 15x slower than an iPad2
iPhone4S is 7-8x slower than an iPad2
Does anybody know if this is true? Is there something the iPhone is doing differently than the iPad2? Isn't the processor of the same type?
Anybody who can point us in the right direction?
Similar processors, different camera's. The iPad's camera has less MP's than the iPhone's one. On the iPhone, make sure you downsize your image to an acceptable size before processing.

gles 2.0 perfomance on iphone simulator, iphone, macbook pro

I did an wave animation to explore features of sgx chip which is tile-based rendering (TBR) architecture by comparing the performance on iphone and laptop.
An advantage of TBR architecture is it allows the GPU to perform hidden surface removal before fragments are processed, so I draw many overlaped layers of animated waves, and only the wave in the top layer is visible.
I did this program on both iphone 3gs (using gles 2.0) and my laptop, a macbook pro(using opengl 2.0). I recorded the fps numbers of different layers, and I assume trends of fps changes on iphone and laptop are different. I guess the performance's decreasing of iphone should be slower than on laptop, when the number of layers is increased. But they have very similar trends.
I have 2 questions.
1. why it doesn't show the advantage of TBR architecture, while there are alot of overlapped triangles
2. why the performance of iphone simulator is much much much much slower than just running on laptop(without simulator)? As documentations say the simulator does not enforce the memory limitations of MBX and SGX and take the advantage of laptop's CPU, i guess its performance should keep up with the laptop.
anyone can help?
thanks alot
The OpenGL ES implementation in the iPhone Simulator is a software rasterizer and does not use the GPU in your MacBook.
What kind of framerate trends are you seeing, and in what way is only the wave on the top layer visible? Your primitives typically need to have framebuffer blending disabled and not issue discards in the fragment shader in order for hidden surface removal to skip fragment processing for what’s underneath.