|
Understanding Mobile Graphics Performance By Laszlo Kishonti Mobile graphics technology is developing rapidly behind the scenes. Choosing and implementing the appropriate graphics solution can make or break the success of new handsets. When Kishonti Informatics started benchmarking mobile graphics at the end of 2002 it had only a couple of programmable mobile phones available, most of them supporting only the MIDP 1.0 Java Me specification with very limited graphics capabilities. Many of the LCD screens were black and white only with a resolution less than Quarter QVGA (120x160). In order to help consumers and handset vendors evaluate the capabilities of tested devices, JBenchmark implemented a simple result upload function into our very simple first Java benchmark and encouraged all the users to send their results into our public web based database. In those early days we were extremely enthusiastic about new possibilities in mobile computing and graphics, expecting hundreds of millions of people to be playing graphically rich games in the space of a few years. Graphics technology – key element of product development In the six and half years since launching the JBenchmark service, and with over two thousand devices benchmarked, we are now more enthusiastic than ever as mobile graphics has become even more important than we first thought. Whilst gaming is not now as important as we expected to be (possibly due to the screen size and physical dimensions of devices) graphics technology has found its place in a more fundamental way in handsets. There is no serious handset or mobile chip vendor today who can think about graphics technology as a secondary factor when designing new products. Part of the solution is to embed hardware accelerated graphics (or GPU) into the devices. The reasons for this are the following:
Consistent with all these factors is that we see many new projects related to navigation and user interfaces and the trend is gathering momentum. Cross platform benchmarking The other major shift in our short history was caused by the emergence of the programmable smartphones. This made us enter the native benchmarking market and extend our support to all major mobile platforms - Brew, iPhone, Linux, OpenKode, Symbian, Windows Mobile, etc – and launching a new native performance database at www.glbenchmark.com in 2006. As we have the same content running on all these platforms (and also on Java) our partners can make consistent cross-platform performance tests like comparing Android (running Dalvik Java) with iPhone (running OS X). These cross platform benchmarks wouldn’t be possible if there were no industry standard graphics programming interfaces (APIs). Fortunately Khronos Group created OpenGL ES 1.x and 2.0 for 3D and OpenVG for 2D vector graphics which are generally supported by the industry. A similar process is taking place in the Java space through JCP creating SVG, M3G 1.0/2.0 and OpenGL ES binding APIs. Supporting all these APIs consistently also makes possible to create cross-API benchmark tests, for example comparing OpenGL ES 1.x to OpenGL ES 2.0 or Java SVG to native OpenVG on the same device. In the last six years, JBenchmark has adapted to the ever changing market environment through strong cooperation with our partners. Kishonti Informatics has developed a wider range of benchmarking tools to help its customers choose, test and debug graphics implementations and enter the market in time with stable, standards compliant and attractive solutions. Currently, only one percent of the mobile devices have efficient hardware accelerated graphics, we think this is only the beginning. |
