Rock 5B: High Graphics Android Gaming

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  • Опубліковано 29 сер 2024
  • Hi! In this video, I will test some graphics intensive android games on Rock 5B running Android 12.
    #Rock5B
    #rk3588

КОМЕНТАРІ • 14

  • @ezekielrobinson7897
    @ezekielrobinson7897 Рік тому +1

    Cool video! Are using Android via sd card? If so which one?

    • @TheByteman
      @TheByteman  Рік тому +1

      Android is installed on emmc. But you can install it on sd card.

  • @watercoolingmodding
    @watercoolingmodding 9 місяців тому

    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 Рік тому +3

    Hi. Can you share txt report AIDA64? I would like to check detailed information about Vulkan driver/support.

    • @TheByteman
      @TheByteman  Рік тому +1

      >
      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

  • @JeroenteBrake
    @JeroenteBrake Рік тому

    What’s the type of cooler you are using?

  • @ezekielrobinson7897
    @ezekielrobinson7897 Рік тому

    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  Рік тому +1

      There is a specific image for nvme ssd and instruction. Can be found here github.com/radxa/manifests/releases.

    • @ezekielrobinson7897
      @ezekielrobinson7897 Рік тому +1

      @@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

  • @Etienne85
    @Etienne85 Рік тому

    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  Рік тому

      Tried fornite mobile but it is crashing when jumping on the battle bus.

    • @Etienne85
      @Etienne85 Рік тому +1

      @@TheByteman :( at least you went a bit further than I

  • @Twiszted
    @Twiszted Рік тому

    can you turn the graphics higher in the Grid?

    • @TheByteman
      @TheByteman  Рік тому

      hi, best graphics is already enabled.