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Ok on my 12" Samsung S7 tablet. The problem is mostly with the virtual keyboard. If a physical keyboard and mouse are connected via Bluetooth, it's almost like a normal desktop PC.

I know from the community that there are actually people who even use it on a 5" smartphone. They don't have a normal PC, which makes troubleshooting difficult.

DaveTheCoder My theory is that someone ported Godot to Android because he liked the challenge, not because the result would be useful.


someone = Fredia Huya-Kouadio: https://www.threads.net/@m4gr3d
and everyone else who contributed something to Android here: Android Pull Requests

    @Tomcat i kinda figured it would be almost unusable for a 3d environment w/ editing. seems like a lot to ask from a tablet device. did you delve further into it... actually getting it to run something?

    @alex_H i have heard good things about the "s" tablets from people who have them. I would be curious what the fps of a project on DESKTOP vs S7 would be.... simple RigidBody2D(s) falling test etc. i know my old laptop vs desktop there is a huge difference in how everything feels in the same project.

    @DaveTheCoder i feel like if someone is working in 2d and just "laying out/setting up" scenes/levels it could be an interesting tool. i have a graphics tablet i have hooked up to Godot and DID enjoy the pen to screen feeling. If you set up hot keys/pen keys properly i believe it could be a useful interface for workflow/design.

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      REVBENT actually getting it to run something?

      I uploaded my simple 3D project. In principle, I can edit it. It started, but there is no touch control ( touchpad or stylus).

      alex_H Ok on my 12" Samsung S7 tablet.

      I guess 12” is the minimum size to work with. On my screenshot you can see that the engine window is cropped (7.8").

      The problem is mostly with the virtual keyboard. If a physical keyboard and mouse are connected via Bluetooth

      An external keyboard is definitely needed. I've used a stylus instead of a mouse — tolerable.

      DaveTheCoder not because the result would be useful.

      I've come up with a usage scenario. I'll try to test the performance of my project on Android. I was going to make a light version for mobile devices anyway.

        I thought I could use it to test out some scripts when I'm away from PC but it's kind of impossible. The phone screen is just too small especially with the popup keyboard covering half of it.

        I keep it on my phone anyway because I might need to test run project on mobile.

        REVBENT i have heard good things about the "s" tablets from people who have them. I would be curious what the fps of a project on DESKTOP vs S7 would be.... simple RigidBody2D(s) falling test etc. i know my old laptop vs desktop there is a huge difference in how everything feels in the same project.

        https://github.com/godotengine/godot/pull/87352#issuecomment-1937872345

        Compatibility Renderer (OpenGL ES)

        on Nexus 7 (Adreno 320) --> 800 - 1150 bunnies. (Full HD resolution)
        on Samsung Tab (Adreno 650) --> 13000 - 13500 bunnies. (2k resolution)

        It's difficult to compare it with a desktop because they use significantly more power. But it is comparable to a MacMini that only requires 15W at full load. The Samsung S7 tablet is perhaps better because it achieves just as high benchmark values ​​with the higher resolution.

        vs Mac Mini M1 (Full HD resolution)

        EDIT: At that time I carried out the tests with 45 fps on the tablets because there is a maximum FPS of 60 on older devices. Then the Mac Mini achieves more benchmark points, but at a lower resolution.

        WOW! very cool of you to actually go out and run a project!

        I feel like so many metrics are speculated, with very little actual documented benchmarks. Very good of you to do so!

        That is very impressive to see it rendering so many sprites.... i assume moving around lol. Looks as though it could easily be used to stage levels in 2D for larger projects.

        Next time I'm around a decent tablet i may have to check it out!

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          REVBENT That is very impressive to see it rendering so many sprites.... i assume moving around lol. Looks as though it could easily be used to stage levels in 2D for larger projects.

          In Godot 4.3, the Compatibility Renderer (OpenGL ES) on MacOs renderer achieves higher values ​​than with Vulkan (Forward+ or Mobile). I think Vulkan Renderer was primarily optimized for 3D.

          on MacOS M1 with Compatibility up to 18500, some days ago was Mobile-Renderer only 13500.

          A modern power gaming computer should be able to do more; there are also other engines/frameworkds that are primarily optimized for 2D: reddit

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          Tomcat An external keyboard is definitely needed. I've used a stylus instead of a mouse — tolerable.

          Block Coding - high-level, block-based visual programming
          https://forum.godotengine.org/t/block-coding-high-level-block-based-visual-programming/68941

          In the Android Rocket-Dev Chat there was already discussion about integrating this plugin on Android.
          It's unlikely that this will actually happen, as there aren't enough volunteer developers who care about Android.
          It was also recently presented at GodotCon.

            i have always been a fan of visual coding.... even if there was just a way to see how the scenes are working together, signals, global connections etc* at a debugging stage.... would be very nifty to me!

            alex_H It's unlikely that this will actually happen, as there aren't enough volunteer developers who care about Android.

            “Unlikely”, rather for the reason that in order to work properly with the game engine needs a large screen on which you can place a lot of panels — one animation takes up a lot of space. And a large screen on Android devices is rather exotic.