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 Post Posted: Fri Sep 25, 2015 12:45 am 
 

Joined: Fri Sep 25, 2015 12:23 am
Posts: 2
Hi Chun-Ying and the rest of GamingAnywhere team,

First of all, thank you for this amazing work! I have been dealing with GamingAnywhere since last week, it is working great already and is very promising. As an Android developer, I am particularly interested by the Android client. I made a couple of pull requests on GitHub about "quality of life" (use of Android Studio mainly) but that's not my point here.

On the Android client, there's a very degraded video quality (see screenshot). It looks like the rendering is buggy (buffer size or whatever). My phone is a Sony Xperia Z3 and I was playing Limbo.

Image

The truth is I don't really know where to look for to solve the problem... Is is OpenGL? Is it in the Android libraries or in the client module? Maybe the server module? Or it is linked to the game itself? I have tested in only one other game (Neverball) and it doesn't seem to be buggy.

I am extremely willing to dedicate time to improve GamingAnywhere, so if you could give me some leads I would be grateful. I would then push the fix to the GitHub repository.

Looking forward to help making GamingAnywhere better,
Thanks again!

David


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 Post Posted: Fri Sep 25, 2015 10:18 am 
 

Joined: Tue Jun 04, 2013 2:07 pm
Posts: 301
I think you may clarify the point of this issue first.

You may try the following tests:

- Does Limbo works well if you are working with GA's PC client?
- Are you working with software decoder or built-in decoder on the Android?

We have two different implementations in the Android client. With software decoders, everything is decoded by ffmpeg library and rendered to the screen using OpenGL; With built-in decoders (usually a hardware implementation), the decoding and rendering are both done by Android's SDK.

You may perform the aforementioned tests before you dig deeper :)

Our previous experiences with Limbo show that on some PC, the video capture model did not get correct game screen images on the game server, and we are not sure about the reason. Maybe that's because Limbo uses different methods or pixel formats to render its game screen and our codes only works well with some of the methods/pixel formats.

Thanks,
Chun-Ying


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 Post Posted: Fri Sep 25, 2015 6:14 pm 
 

Joined: Fri Sep 25, 2015 12:23 am
Posts: 2
Hi Chun-Ying,

Thank you for your quick answer.
- It is indeed same result with GA PC client
- It is also similar result whether I use the built-in decoder or not on the Android client.

I don't post the screenshot becquse they are extremely similar.

Thus, I assume the problem comes from either Limbo or DirectX 9. I will try with a different game! If you discover the problem with Limbo, I'd be glad to know (that game is awesome).

Thank you!

PS: About the pull requests on GitHub, do you think there's a way you could take a look? I know they'd help a lot of Android developers. Cheers.


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 Post Posted: Sun Oct 04, 2015 11:07 pm 
 

Joined: Tue Jun 04, 2013 2:07 pm
Posts: 301
Thanks for your feedbacks. Based on your suggestion, I have created another android studio project files in ga/android/gaclient directory. I did not merge your pull requests directly because I would like to keep the original eclipse and Make-style project files working. Thanks again for your contribution and hope you understand. :)

Best regards,
Chun-Ying


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 Post Posted: Wed Dec 14, 2016 12:02 pm 
 

Joined: Sat Nov 12, 2016 11:05 am
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 Post Posted: Mon May 01, 2017 7:02 pm 
 

Joined: Thu Mar 16, 2017 4:11 pm
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 Post Posted: Wed May 17, 2017 2:56 pm 
 

Joined: Sat Nov 19, 2016 6:00 pm
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- It is indeed same result with GA PC client

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 Post Posted: Fri Jun 30, 2017 9:35 pm 
 

Joined: Fri Jun 30, 2017 9:32 pm
Posts: 15
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