I am assuming on non iOS devices poweVR SDK will follow the path of atypical EGL (just like in PC).
My question is how is my app/game going to be affected (lets say I used all PVR tools), on an android device that may not have SGX hardware ? Is it even possible for me to assume that such a situation will occur (will everything compile normally etc) ? I am sure there is not way to ping the hardware for SGX hardware presence or know whats underneath it for that matter, but my concern will be for the assets that have optimized for SGX hardware and how can I know when to use what ?
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