![]() I am not talking about the build time options and also not talking about seeing what shader model the phone supports since while this can weed out some obvious cases there are certainly devices that do support later shader models but still run poorly. I use the M1 and arena runs like a dream. M2 would certainly be overkill so no worries about the GPUs. In the end it probably comes down to "detecting" whether its running well and I'm not sure how to accomplish this. That being said, Arena’s performance on the M1 Pro MacBook Pro that I’ve been using has been rock solid, and I’d expect the same to be true on the newer M2 MacBook Air. I realize what I'm asking is not trivial as everyone will have there own definition to what "runs well" means but is there any best practice to follow for putting in one build a switch that on devices that can't handle the standard shader well revert to legacy and ones that can will use it. Resolume Arena 5 Blurred (only Mac) Post by Fansox » Tue 14:58. I cant seem to enable Syphon Im on Arena 5.1.2, Mac OS 10.116 (El Capitan) on a MacBook Pro with Retina display. ![]() Fansox Met Resolume in a bar the other day. Wants to marry Resolume, and Resolume said 'yes' Posts: 550 Joined: Mon 02:33. High end phones released this year I'm sure can handle it just fine. Resolume Arena 5 Blurred (only Mac) Post your questions here and well all try to help. Presumably middle end devices (samsung galaxy S 3, Ipad mini 2, etc) will be "on the fence" even if current performance points to that they don't run the standard shader well. Admittedly I'm at the infancy stage of my testing of the new standard shader on mobile so perhaps I'm overlooking something obvious in the documentation but is there a good way to have a build at runtime determine if the end device can handle the standard shader? I'm sure over the next few releases the current performance will get better on mobile but obviously low end devices will never be able to handle it (think samsung galaxy S 1, Iphone 4, etc).
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