[WIP] Android port testing

For new and upcoming OpenMW branches and ports; move fast and break things!
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xyzz
Posts: 156
Joined: 14 Jan 2018, 22:25

[WIP] Android port testing

Post by xyzz »

Please see viewtopic.php?f=47&t=5626 for the updates on this project.
Last edited by xyzz on 19 May 2019, 16:46, edited 18 times in total.
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AnyOldName3
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Re: [WIP] Android port testing

Post by AnyOldName3 »

I got a parse error when trying to install the APK. This was on an LG g2 running android 4.2.
xyzz
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Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz »

For now at least Android 5.0 is required, this could be changed later but is not my focus at the moment.
Last edited by xyzz on 19 Jan 2018, 13:13, edited 1 time in total.
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psi29a
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Re: [WIP] Android port testing

Post by psi29a »

I use Lineage 14.1 (Android 7.1)... should be good to go then right? :)
xyzz
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Re: [WIP] Android port testing

Post by xyzz »

Yep, that one should work fine.
Sartur
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Re: [WIP] Android port testing

Post by Sartur »

I got to lend a Galaxy Tab A (2016) running Android 7.0 for a quick test:
All the videos stuttered, but the game ran surprisingly well.
I only completed the character creation and explored the outskirts of Seyda Neen; including a small skirmish with two mudcrabs.
Indoors it ran quite well and even outdoors it wasn't too bad (I probably missed something but I wasn't able to display the current frame rate).

Overall I'm very impressed!
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psi29a
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Re: [WIP] Android port testing

Post by psi29a »

What's the FPS: exterior and interior ?
Sartur
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Re: [WIP] Android port testing

Post by Sartur »

psi29a wrote: 19 Jan 2018, 13:39 What's the FPS: exterior and interior ?
I wasn't able to enable the FPS counter on Android.
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psi29a
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Re: [WIP] Android port testing

Post by psi29a »

Wait... no virtual keyboard?
Sartur
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Re: [WIP] Android port testing

Post by Sartur »

From what I can tell the additional on-screen icons you can see in xyzz's screenshots is all you get.
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