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Galaxy Note 2

Galaxy Note 2

by jamsven on Jul 21st, 2013 01:08 AM

I tested the Galaxy Note II with Dive.

From app perspective the Q2 demo runs with 20-30fps.
When some action is going on, it start to get a bit laggy.
Does anyone have a clue how to speed up the performance ?
I already tried gamebooster on ultra level but it has not a big impact.

I also saw that q3 is already be ported to android, would it be possible to integrate dive here as well ?

The 3D print fits nice to the phone.
The screen is just a bit larger than the cutout area and the only issue is, that the volume keys of the phone are on exact same location as the plastic, which holds the phone.
So keys like volume or power get quite easily pressed by moving the phone a bit.

But in general it works quite well and is really amazing.

jamsven

Posts: 2

Joined: 19.07.2013


Re: Galaxy Note 2

by Stefan on Dec 6th, 2013 21:22 PM

I think this is a performance problem with some Full HD Phones, and im not sure how to solve it , i have at least seen one chinese phone, i think it was in the forum also that has a Full HD screen and runs Quake at steady 60 frames per second.
Unity Games don't have that problem.

Stefan

Posts: 129

Joined: 30.06.2013

dive-owner


Re: Galaxy Note 2

by Gerald on Dec 7th, 2013 17:37 PM

[size=150:33yiep59][color=#FF0000:33yiep59]IMPORTANT[/color:33yiep59][/size:33yiep59]

Since I got a Dive for my Note 2 - it does not fit with the Dive you can order on the site.
I have to send my Dive back until I have a smartphone that fits.

Gerald

Posts: 4

Joined: 26.11.2013

dive-owner


Re: Galaxy Note 2

by Hippsn on Dec 13th, 2013 22:11 PM

Bei meinem schlechten Englisch schreib ich einfach auf Deutsch.
Also habs Dive bestellt. Hab ein Galay Note und Note 2
Beide Handys passen nicht in die Brille. Die Klappe ist an den Enden gebogen und genau da stößt da Handy an sodass man die Klappe nicht schließen kann :(
Das Gestell ist aber aus relativ weichem Plastik. Hab das Problemchen also folgendermaßen gelöst:
Die obere Biegung an der Klappe wo auch das Schloss mit dran ist hab ich abgeschnitten. Geht recht einfach mit ner guten stabilen Schere. Ich habs mit ner Gartenschere gut hinbekommen.
Dann auf die Klappe zwei lange überstehende Klettbänder kleben und ebenso welche oben aufs Gestell.
Handy einlegen, Klappe so weit wies geht schließen und die beiden Klettbänder übers Handy am Gestell dran kletten. Feddich!

Sitzt, passt und hat Luft. Absolut kein Problem. Hoff es hat jeder verstanden. Gibt zudem auch mit Sicherheit mehrere Möglichkeiten.
Der einzige Kritikpunkt daran ist das dass große Display oben durch den Rahmen vom Gestell leicht abgedeckt wird, so ca. 3-5mm. Find ich aber nicht so wild...

Gruß

Hippsn

Posts: 6

Joined: 13.12.2013


Re: Galaxy Note 2

by Hippsn on Dec 28th, 2013 07:40 AM

Edit:
Hier zwei Bilder dazu. Wenn man sich noch bisschen mehr Mühe gibt kriegt mans mit Sicherheit auch schöner hin :D
Handy sitzt recht Stabil und sicher im Dive, sicherer als mit dem billigen plastik Schloss vom Dive wo ich des öfteren schon gelesen hab das es bei manchen schon aufgesprungen ist wenns zu sehr unter Spannung gesetzt wurde.

http://abload.de/image.php?img=20131228 ... 2bouvs.jpg

http://abload.de/image.php?img=20131228_065725jhegi.jpg

Grüße

Hippsn

Posts: 6

Joined: 13.12.2013


Re: Galaxy Note 2

by Motawa on May 24th, 2014 01:53 AM

Wie sieht es denn mit dem fov aus bei der note mod? Guckt da nicht ne menge vom display raus?

Woher kriegt man so klettzeug?

Motawa

Posts: 13

Joined: 21.05.2014

dive-owner


Re: Galaxy Note 2

by Sephiroth on May 29th, 2014 14:40 PM

"Stefan" wrote:
I think this is a performance problem with some Full HD Phones, and im not sure how to solve it , i have at least seen one chinese phone, i think it was in the forum also that has a Full HD screen and runs Quake at steady 60 frames per second.
Unity Games don't have that problem.



I had similar problem with full HD phones and Unity. Many factors cause it (transparencies like in foliage, complex shaders, multiple real-time lights etc), but in a nut shell it is the fill rate. It can be helped by providing a setting in your games that players can use to reduce the resolution to 75% full HD (though still take up the full screen size) if they find it to be a problem. I can provide the script for it later today. The setting can be changed in game as well which is nice.

Sephiroth

Posts: 45

Joined: 17.03.2014

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