(05-14-2018, 02:56 PM)JonnyH Wrote: [ -> ]Does that not still require gles3?
No, as I understand it(correct me if I'm wrong devs), it uses the software to render the graphics. I remember when dolphin was first released for android back in 2013, I used that interpreter option so my GLES 2.0 phone at the time(LG Motion 4G) could run it.
it may use a software rasterizer, but I do believe we still need a GLES 3.0 context.
Hmm, I don't think so. If I remember correctly, the old software rendering option didn't utilize GLES 3.0. Here's one vid of it running on the galaxy S3 which is a GLES 2.0 device.
https://www.youtube.com/watch?v=cXGwQYN2ebg On a side note, it's amazing how far the android port has come in the last five years.
It has changed since then.
You can say that again. I can remember how amazed I was when a Galaxy S4(SD 600 version) could actually boot up Zelda Four Swords.

Please make Dlphin with Opengl 2 and Armv7 support
Please,pl,ease.
8 cores should start a game))))
(06-23-2018, 04:09 PM)Cubone Wrote: [ -> ]Please make Dlphin with Opengl 2 and Armv7 support 
Please,pl,ease.
8 cores should start a game))))
Not sure if trolling, or just stupid....
If trolling, than you've missed the "fullspeed" buzz-word. Else I might suggest a JIT-less build with software rendering

What's important isn't how many cores you have, it's how fast a single core can run. And keep in mind that how fast a core runs depends not only on the clock speed but also the IPC.