[GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

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[GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Apr 15, 2013 7:43 am

Hi guys&girls,

I have just completed a guide about setting up hardware-accelerated X11 on Ubuntu Linaro and also RetroArch using it.

http://neagix.blogspot.nl/2013/04/retro ... dware.html

Special thanks to all the people on IRC that helped me :)

Update 2103-05-08: I have released a complete Debian Wheezy SD image for U2
Last edited by neagix on Thu Sep 05, 2013 5:55 am, edited 3 times in total.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby qkpham » Mon Apr 15, 2013 8:21 am

Interesting ! 8-)
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Apr 15, 2013 3:04 pm

If you already have Ubuntu you can continue from Step 4.

I also plan to do a similar approach for Debian :)

Edit: I will update my post by using this official post, much better
Last edited by neagix on Thu Apr 25, 2013 7:58 pm, edited 1 time in total.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby osterluk » Tue Apr 16, 2013 12:10 am

Is there some licensing issue that makes packaging this a problem?

I can see the hardware acceleration working. Is there some reason I shouldn't pull this into my Debian images?
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Tue Apr 16, 2013 1:08 am

osterluk wrote:Is there some licensing issue that makes packaging this a problem?

I can see the hardware acceleration working. Is there some reason I shouldn't pull this into my Debian images?

I have no idea, you are asking the wrong guy!
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby Hamiko » Wed Apr 17, 2013 10:24 pm

So this means, I will have a better and more responsive XFCE UI? No laggy Windows and such stuff?
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby osterluk » Thu Apr 18, 2013 12:43 am

I'll make a binary Debian package if I can get some help to run a demo.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby pluss » Thu Apr 18, 2013 2:18 am

how to test and verify the x11 acceleration? glmark2-es2 is for 3D as far as I see...
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Thu Apr 18, 2013 2:44 am

Hamiko wrote:So this means, I will have a better and more responsive XFCE UI? No laggy Windows and such stuff?

If you already have hardware acceleration, no. If you don't have it, then probably yes.

You should check that.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Thu Apr 18, 2013 2:45 am

osterluk wrote:I'll make a binary Debian package if I can get some help to run a demo.


Get the SNES9X DEMO ROM (it's public domain), that's very intensive and good to test RetroArch
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Thu Apr 18, 2013 2:46 am

pluss wrote:how to test and verify the x11 acceleration? glmark2-es2 is for 3D as far as I see...

glxinfo will tell you if it's running in software renderer or hardware accelerated mode. But also the Xorg.0.log contains references to that (and EXA etc).

For these very generic questions please use Google
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby pluss » Thu Apr 18, 2013 8:12 pm

Hi guys!

could you please help me with step 5? (Build your own xf86-video-mali)

this is the output I receive executing build.sh ( by the way at line 4 isn't autoreconf -fi instead of autoreconf -rfi?) :

linaro@linaro-ubuntu-desktop:~/Downloads/DX910-SW-99003-r3p2-01rel1/x11/xf86-video-mali-0.0.1$ sudo ./build.sh
libtoolize: putting auxiliary files in AC_CONFIG_AUX_DIR, `.'.
libtoolize: copying file `./config.guess'
libtoolize: copying file `./config.sub'
libtoolize: copying file `./install-sh'
libtoolize: copying file `./ltmain.sh'
libtoolize: Consider adding `AC_CONFIG_MACRO_DIR([m4])' to configure.ac and
libtoolize: rerunning libtoolize, to keep the correct libtool macros in-tree.
libtoolize: Consider adding `-I m4' to ACLOCAL_AMFLAGS in Makefile.am.
configure.ac:34: installing `./missing'
src/Makefile.am: installing `./depcomp'
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking for a thread-safe mkdir -p... /bin/mkdir -p
checking for gawk... gawk
checking whether make sets $(MAKE)... yes
checking whether to enable maintainer-specific portions of Makefiles... no
checking for style of include used by make... GNU
checking for gcc... gcc
checking whether the C compiler works... yes
checking for C compiler default output file name... a.out
checking for suffix of executables...
checking whether we are cross compiling... no
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ISO C89... none needed
checking dependency style of gcc... gcc3
checking for gcc option to accept ISO C99... -std=gnu99
checking how to run the C preprocessor... gcc -std=gnu99 -E
checking for grep that handles long lines and -e... /bin/grep
checking for egrep... /bin/grep -E
checking for ANSI C header files... yes
checking for sys/types.h... yes
checking for sys/stat.h... yes
checking for stdlib.h... yes
checking for string.h... yes
checking for memory.h... yes
checking for strings.h... yes
checking for inttypes.h... yes
checking for stdint.h... yes
checking for unistd.h... yes
checking whether __clang__ is declared... no
checking whether __INTEL_COMPILER is declared... no
checking whether __SUNPRO_C is declared... no
checking for pkg-config... /usr/bin/pkg-config
checking pkg-config is at least version 0.9.0... yes
checking build system type... armv7l-unknown-linux-gnueabihf
checking host system type... armv7l-unknown-linux-gnueabihf
checking for a sed that does not truncate output... /bin/sed
checking if gcc -std=gnu99 supports -Werror=unknown-warning-option... no
checking if gcc -std=gnu99 supports -Werror=unused-command-line-argument... no
checking if gcc -std=gnu99 supports-Wall... yes
checking if gcc -std=gnu99 supports-Wpointer-arith... yes
checking if gcc -std=gnu99 supports-Wmissing-declarations... yes
checking if gcc -std=gnu99 supports-Wformat=2... yes
checking if gcc -std=gnu99 supports-Wstrict-prototypes... yes
checking if gcc -std=gnu99 supports-Wmissing-prototypes... yes
checking if gcc -std=gnu99 supports-Wnested-externs... yes
checking if gcc -std=gnu99 supports-Wbad-function-cast... yes
checking if gcc -std=gnu99 supports-Wold-style-definition... yes
checking if gcc -std=gnu99 supports-Wdeclaration-after-statement... yes
checking if gcc -std=gnu99 supports-Wunused... yes
checking if gcc -std=gnu99 supports-Wuninitialized... yes
checking if gcc -std=gnu99 supports-Wshadow... yes
checking if gcc -std=gnu99 supports-Wcast-qual... yes
checking if gcc -std=gnu99 supports-Wmissing-noreturn... yes
checking if gcc -std=gnu99 supports-Wmissing-format-attribute... yes
checking if gcc -std=gnu99 supports-Wredundant-decls... yes
checking if gcc -std=gnu99 supports-Werror=implicit... yes
checking if gcc -std=gnu99 supports-Werror=nonnull... yes
checking if gcc -std=gnu99 supports-Werror=init-self... yes
checking if gcc -std=gnu99 supports-Werror=main... yes
checking if gcc -std=gnu99 supports-Werror=missing-braces... yes
checking if gcc -std=gnu99 supports-Werror=sequence-point... yes
checking if gcc -std=gnu99 supports-Werror=return-type... yes
checking if gcc -std=gnu99 supports-Werror=trigraphs... yes
checking if gcc -std=gnu99 supports-Werror=array-bounds... yes
checking if gcc -std=gnu99 supports-Werror=write-strings... yes
checking if gcc -std=gnu99 supports-Werror=address... yes
checking if gcc -std=gnu99 supports-Werror=int-to-pointer-cast... yes
checking if gcc -std=gnu99 supports-Werror=pointer-to-int-cast... yes
checking if gcc -std=gnu99 supports-pedantic... yes
checking if gcc -std=gnu99 supports-Werror... yes
checking if gcc -std=gnu99 supports-Werror=attributes... yes
checking whether make supports nested variables... yes
checking how to print strings... printf
checking for a sed that does not truncate output... (cached) /bin/sed
checking for fgrep... /bin/grep -F
checking for ld used by gcc -std=gnu99... /usr/bin/ld
checking if the linker (/usr/bin/ld) is GNU ld... yes
checking for BSD- or MS-compatible name lister (nm)... /usr/bin/nm -B
checking the name lister (/usr/bin/nm -B) interface... BSD nm
checking whether ln -s works... yes
checking the maximum length of command line arguments... 1572864
checking whether the shell understands some XSI constructs... yes
checking whether the shell understands "+="... yes
checking how to convert armv7l-unknown-linux-gnueabihf file names to armv7l-unknown-linux-gnueabihf format... func_convert_file_noop
checking how to convert armv7l-unknown-linux-gnueabihf file names to toolchain format... func_convert_file_noop
checking for /usr/bin/ld option to reload object files... -r
checking for objdump... objdump
checking how to recognize dependent libraries... pass_all
checking for dlltool... no
checking how to associate runtime and link libraries... printf %s\n
checking for ar... ar
checking for archiver @FILE support... @
checking for strip... strip
checking for ranlib... ranlib
checking command to parse /usr/bin/nm -B output from gcc -std=gnu99 object... ok
checking for sysroot... no
checking for mt... mt
checking if mt is a manifest tool... no
checking for dlfcn.h... yes
checking for objdir... .libs
checking if gcc -std=gnu99 supports -fno-rtti -fno-exceptions... no
checking for gcc -std=gnu99 option to produce PIC... -fPIC -DPIC
checking if gcc -std=gnu99 PIC flag -fPIC -DPIC works... yes
checking if gcc -std=gnu99 static flag -static works... yes
checking if gcc -std=gnu99 supports -c -o file.o... yes
checking if gcc -std=gnu99 supports -c -o file.o... (cached) yes
checking whether the gcc -std=gnu99 linker (/usr/bin/ld) supports shared libraries... yes
checking whether -lc should be explicitly linked in... no
checking dynamic linker characteristics... GNU/Linux ld.so
checking how to hardcode library paths into programs... immediate
checking whether stripping libraries is possible... yes
checking if libtool supports shared libraries... yes
checking whether to build shared libraries... yes
checking whether to build static libraries... no
./configure: line 17682: syntax error near unexpected token `RANDR,'
./configure: line 17682: `XORG_DRIVER_CHECK_EXT(RANDR, randrproto)'

thanx for your help.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Thu Apr 18, 2013 10:10 pm

please note that step 5 is optional, that is you don't need it at all to run RetroArch with hardware acceleration as you can use the ready-compiled xf86-video-mali drivers.

If you want to do that then you should install the Xorg dependencies, I cannot help you with each of them but you should google the errors to find what you're missing. Furthermore, you can check the dpkg-selections file that I linked in the post (that is basically the list of all my packages)
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Fri Apr 19, 2013 2:47 pm

ok, i poked around a little bit and first thought hey, that looks like a really good thing, cause i know there are a lot of plugins you can use for retroarch and if they all use the driver given by the main program compiled with Mali driver support, that would be awesome!

Sadly when i tried it out, it wasn't all that good.

First i missed the dependencies on your "how to", which is a very bad thing for people that have no clue about those things. I can figure it out since i'm used to it by now, but other people might have trouble to find out what is necessary to build retroarch if they don't know about libraries (maybe you want to add that before you make the ./configure part)

When it was done, i was surprised, that it actually worked quite well and SNES seems to run fine, but when i was playing a little bit with it i noticed it is a little bit slow but then again it's SNES and probably uses a lot of CPU?
I tried fullscreen and it was a flickering mess.
I tried other libretro modules (NDS, PSX, GBA, mednafen for PSX) some did not even start, others were just very slow.
I was very much disappointed about GBA, since GBA is running totally fine with mednafen in fullscreen AND shaders.
And then again, retroarch doesn't even have shaders. You have to build them seperately.
One thing that is nice, it "autoscales" if you enlarge windows or go fullscreen, but then again, since it's all laggy, it doesn't really matter.

And i don't intend on overclocking for "old console" games cause ODROID is far more powerful as a Raspberry Pi or the Pandora and they running fine with emulators, i don't see why it should be necessary to overclock the ODROID for such games.
And even if you want to, you should add the package that is needed for that to your "how to" as well.
Remember, there are a few people on this site, that are not familiar with Linux, so you should help them by not letting them poke around too much until they find what you're talking about.

All in all, it looks promising, but lacks alot of speed and a few functions.

I prefer mednafen over retroarch since its supporting a lot more emulators on stock and they run full speed in fullscreen mode WITH shaders.
Sadly SNES is not yet working for mednafen and ARM, but that might change in future.
It's sad, cause i really like the auto scaling from retroarch.




Besides that, i still wonder, why is "neon" even working, i didn't know ODROID really has it. I used it once on PCSXReARMed and it gave me a few more options than "just" OpenGL ES (a few shaders were active) but it was running somewhat unstable and used to crash more often that way, so i actually wonder, is there some sort of "Neon" support in the ODROID?
Cause then i'd like to try some different emulators with build in neon FPU
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Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby kibergus » Fri Apr 19, 2013 6:38 pm

meveric wrote:Besides that, i still wonder, why is "neon" even working, i didn't know ODROID really has it. I used it once on PCSXReARMed and it gave me a few more options than "just" OpenGL ES (a few shaders were active) but it was running somewhat unstable and used to crash more often that way, so i actually wonder, is there some sort of "Neon" support in the ODROID?
Cause then i'd like to try some different emulators with build in neon FPU

Yes. neon instructions are supported by odroid. You can execute cat /proc/cpuinfo and, beside other information, there will be a list of supported instruction sets.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby pluss » Fri Apr 19, 2013 9:45 pm

Hi guys!

just to report back: I got a "minor issue" with this mali xorg.conf modified. Randomly (lets say once in half an hour) screen disappears and goes back to the initial prompt screen. Once entered is like you had rebooted, there are no windows you had before the crash any more, just like a real fresh reboot.
I'm using lxde by the way.

cheers.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Sat Apr 20, 2013 5:47 am

kibergus wrote:
meveric wrote:Besides that, i still wonder, why is "neon" even working, i didn't know ODROID really has it. I used it once on PCSXReARMed and it gave me a few more options than "just" OpenGL ES (a few shaders were active) but it was running somewhat unstable and used to crash more often that way, so i actually wonder, is there some sort of "Neon" support in the ODROID?
Cause then i'd like to try some different emulators with build in neon FPU

Yes. neon instructions are supported by odroid. You can execute cat /proc/cpuinfo and, beside other information, there will be a list of supported instruction sets.


Thanks for that information, that actually helped alot!

Cause now i can run SNES games within mednafen making it a very powerful and capible emulator.
Guess i probably gonna upload my mednafen script and share it for people that want ODROID as a retro gaming machine :)
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Thu Apr 25, 2013 7:30 pm

pluss wrote:Hi guys!

just to report back: I got a "minor issue" with this mali xorg.conf modified. Randomly (lets say once in half an hour) screen disappears and goes back to the initial prompt screen. Once entered is like you had rebooted, there are no windows you had before the crash any more, just like a real fresh reboot.
I'm using lxde by the way.

cheers.

This seems an issue with your login manager configuration, xorg.conf is unrelated. Please verify your statements before posting.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Thu Apr 25, 2013 7:48 pm

meveric wrote:ok, i poked around a little bit and first thought hey, that looks like a really good thing, cause i know there are a lot of plugins you can use for retroarch and if they all use the driver given by the main program compiled with Mali driver support, that would be awesome!

Sadly when i tried it out, it wasn't all that good.

It takes time to configure everything and have it working. If you expected it to be easy, then you misread the premise in my post. This is nothing for end-users but more for developers and advanced users that want to spend the time and learn/hack with ODROID ;)

meveric wrote:First i missed the dependencies on your "how to", which is a very bad thing for people that have no clue about those things. I can figure it out since i'm used to it by now, but other people might have trouble to find out what is necessary to build retroarch if they don't know about libraries (maybe you want to add that before you make the ./configure part)


Once again, this is not a complete "from scratch" tutorial as I say in the premise you need to be used to finding the appropriate dependencies. I consider that skill the basic premise for anybody wanting to compile anything, and it also raises awareness about what you are doing (because you can choose which features to compile in).

Instead if I specified exactly everything it would be extremely boring for the kind of audience I am targeting (it's already redundant in some parts).

meveric wrote:When it was done, i was surprised, that it actually worked quite well and SNES seems to run fine, but when i was playing a little bit with it i noticed it is a little bit slow but then again it's SNES and probably uses a lot of CPU?

No.

Sorry meveric, but if you follow the tutorial step by step you will end up exactly with what I said, that is hardware-accelerated EGL RetroArch running games at full speed. There are of course countless situations where you can end up but once again, the post is there as a track to follow.

meveric wrote:I tried fullscreen and it was a flickering mess.
I tried other libretro modules (NDS, PSX, GBA, mednafen for PSX) some did not even start, others were just very slow.

The more advanced cores will not work very well - there is no flickering, they are just slow, although I didn't spend much time hacking them to see if better performance could be achieved.

I discovered this later on after the post, but I will add it in the premise.

meveric wrote:I was very much disappointed about GBA, since GBA is running totally fine with mednafen in fullscreen AND shaders.
And then again, retroarch doesn't even have shaders. You have to build them seperately.
One thing that is nice, it "autoscales" if you enlarge windows or go fullscreen, but then again, since it's all laggy, it doesn't really matter.

It depends from the cores you are using. Also GBA works well for me, although slightly below 100% speed

meveric wrote:And i don't intend on overclocking for "old console" games cause ODROID is far more powerful as a Raspberry Pi or the Pandora and they running fine with emulators, i don't see why it should be necessary to overclock the ODROID for such games.

"running fine" that's a big fake perception. They run with imprecise emulation, that you can do anyway if you compile and run the exact same emulators that they use. However I am not interested in those glitchy versions, and it also is off-topic discussing that here.

meveric wrote:And even if you want to, you should add the package that is needed for that to your "how to" as well.

For overclocking? Absolutely not. Did I even mention overclocking in my post? No. I would make a different post explaining that, but I don't want to do it because it's quite trivial and there is no package involved.

meveric wrote:Remember, there are a few people on this site, that are not familiar with Linux, so you should help them by not letting them poke around too much until they find what you're talking about.

It works in the opposite way. They should start poking around and breaking things, and not whining when they don't work but instead dig and dig and try and learn. I don't want this place to become like other forum wastelands (I will not mention them but you can just give a look to the Android area...).

That is of course my personal opinion, but I try to use each tool for its purpose. Want a ready-made solution that always works? Buy it! Want to do-it-yourself for free? Start hacking and join the community! :)

meveric wrote:All in all, it looks promising, but lacks alot of speed and a few functions.

I prefer mednafen over retroarch since its supporting a lot more emulators on stock and they run full speed in fullscreen mode WITH shaders.
Sadly SNES is not yet working for mednafen and ARM, but that might change in future.
It's sad, cause i really like the auto scaling from retroarch.

Even the cores for retroarch are not accurate, honestly I don't know how they compare to mednafen.
But please, what you feel "full speed" might not be real e.g. frame drops and audio desynchronization, and the only way to know that is if you have ever played the original game. IT's very subjective, if you cannot verify that (for example by running the same game on a powerful PC with higan in accuracy mode) I would not say that.


meveric wrote:Besides that, i still wonder, why is "neon" even working, i didn't know ODROID really has it. I used it once on PCSXReARMed and it gave me a few more options than "just" OpenGL ES (a few shaders were active) but it was running somewhat unstable and used to crash more often that way, so i actually wonder, is there some sort of "Neon" support in the ODROID?
Cause then i'd like to try some different emulators with build in neon FPU

It's fully supported by the armv7 in ODROID
Last edited by neagix on Thu Apr 25, 2013 8:00 pm, edited 1 time in total.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Thu Apr 25, 2013 7:51 pm

meveric wrote:
kibergus wrote:
meveric wrote:Besides that, i still wonder, why is "neon" even working, i didn't know ODROID really has it. I used it once on PCSXReARMed and it gave me a few more options than "just" OpenGL ES (a few shaders were active) but it was running somewhat unstable and used to crash more often that way, so i actually wonder, is there some sort of "Neon" support in the ODROID?
Cause then i'd like to try some different emulators with build in neon FPU

Yes. neon instructions are supported by odroid. You can execute cat /proc/cpuinfo and, beside other information, there will be a list of supported instruction sets.


Thanks for that information, that actually helped alot!

Cause now i can run SNES games within mednafen making it a very powerful and capible emulator.
Guess i probably gonna upload my mednafen script and share it for people that want ODROID as a retro gaming machine :)

Glad to hear it was helpful! :P
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Fri Apr 26, 2013 5:53 am

neagix wrote:
meveric wrote:ok, i poked around a little bit and first thought hey, that looks like a really good thing, cause i know there are a lot of plugins you can use for retroarch and if they all use the driver given by the main program compiled with Mali driver support, that would be awesome!

Sadly when i tried it out, it wasn't all that good.

It takes time to configure everything and have it working. If you expected it to be easy, then you misread the premise in my post. This is nothing for end-users but more for developers and advanced users that want to spend the time and learn/hack with ODROID ;)

Your initial post didn't say anything about that it's something to work on. It said that you have a guide for 3d accel. in retroarch.
Your Blog also doesn't give that impression especially with the
neagix wrote:(with hardware acceleration, yes!)
in the topic name.
Anyway.. i did't expect it to be easy.
I got quite a few things running by myself and some of it took days to get a stable version running. Your guide took only a few minutes to figure out what was not working and had to be replaced, especially later compiling other stuff like GBA into it was no big deal, that's what retroarch was made for afterall.

neagix wrote:
meveric wrote:First i missed the dependencies on your "how to", which is a very bad thing for people that have no clue about those things. I can figure it out since i'm used to it by now, but other people might have trouble to find out what is necessary to build retroarch if they don't know about libraries (maybe you want to add that before you make the ./configure part)


Once again, this is not a complete "from scratch" tutorial as I say in the premise you need to be used to finding the appropriate dependencies. I consider that skill the basic premise for anybody wanting to compile anything, and it also raises awareness about what you are doing (because you can choose which features to compile in).
Instead if I specified exactly everything it would be extremely boring for the kind of audience I am targeting (it's already redundant in some parts).

By the look at your posts, you had quite some help to get things done (help from IRC and others) but you don't like to help others in that way it seems.
People who KNOW how to do it, probably won't need your guide at all, and the others looking for a guide, cause they DON'T know.
And if you add dependencies they can still decide if they want to use that information or not, so i don't think "holding dependecies back" is something to "help them understand" or for people "to build in" as they like to. If for example it needs SDL to even compile at all, it's not something you can CHOOSE to build in!

Also if you didn't want to give them too much information on how to build stuff, then why not skipping Step 1-7 at all? It's already given on the forum, so why giving step by step for that stuff?

Also, I like that to quote that
neagix wrote:Once again, this is not a complete "from scratch" tutorial
for later ;)

neagix wrote:
meveric wrote:When it was done, i was surprised, that it actually worked quite well and SNES seems to run fine, but when i was playing a little bit with it i noticed it is a little bit slow but then again it's SNES and probably uses a lot of CPU?

No.

Sorry meveric, but if you follow the tutorial step by step you will end up exactly with what I said, that is hardware-accelerated EGL RetroArch running games at full speed. There are of course countless situations where you can end up but once again, the post is there as a track to follow.

And there it is again:
neagix wrote:Sorry meveric, but if you follow the tutorial step by step...

first you are like "i don't wanted to give from scratch" and then you are like "if you would have followed step by step" that's somewhat contradictory don't you think?

neagix wrote:
meveric wrote:I tried fullscreen and it was a flickering mess.
I tried other libretro modules (NDS, PSX, GBA, mednafen for PSX) some did not even start, others were just very slow.

The more advanced cores will not work very well - there is no flickering, they are just slow, although I didn't spend much time hacking them to see if better performance could be achieved.

I discovered this later on after the post, but I will add it in the premise.

Thing with this was, that i was just disappointed with it, all of these emulators i already got to run and (besides NDS) they all run on a decent speed.
With retroarch they sadly did not.

neagix wrote:
meveric wrote:I was very much disappointed about GBA, since GBA is running totally fine with mednafen in fullscreen AND shaders.
And then again, retroarch doesn't even have shaders. You have to build them seperately.
One thing that is nice, it "autoscales" if you enlarge windows or go fullscreen, but then again, since it's all laggy, it doesn't really matter.

It depends from the cores you are using. Also GBA works well for me, although slightly below 100% speed

Well, if you go to the libretro hub you'll only find vgba-next, so there issn't really much to choose from, but maybe you found a different core you want to share.
And once again, i was rather disappointed with the speed especially when you enlarge the window (for example simply maximize it in 1080p) the speed went down quite a lot.

neagix wrote:
meveric wrote:And i don't intend on overclocking for "old console" games cause ODROID is far more powerful as a Raspberry Pi or the Pandora and they running fine with emulators, i don't see why it should be necessary to overclock the ODROID for such games.

"running fine" that's a big fake perception. They run with imprecise emulation, that you can do anyway if you compile and run the exact same emulators that they use. However I am not interested in those glitchy versions, and it also is off-topic discussing that here.

Actually it's not off topic it's a comparison. And retroarch or better to say librotro uses EXACTLY those glitchy versions you are refering to.
If you check the pcsxrearmed core for libretro, that's just a copy of the open pandora emulator.
Also mednafen uses vgba as a basis for its integration of GBA games as well as far as i remember.
And the SDL version i compliled for SNES is also snes9x which they use in the snex9x-next core that you are refering to.
So what makes it any better?

neagix wrote:
meveric wrote:And even if you want to, you should add the package that is needed for that to your "how to" as well.

For overclocking? Absolutely not. Did I even mention overclocking in my post? No. I would make a different post explaining that, but I don't want to do it because it's quite trivial and there is no package involved.

Actually you did.
You use cpufreq-set to alter the CPU frequenz, and maybe you're not aware of it, but ODROID has a dynamic takt of 200MHz to 1.7 GHz and not 2GHz, so in my textbook, that's overclocking.
And if you refer to posts in forum and some wiki posts, that's not wise to do without a fan.
And once again, there are a lot of other projects out there, that are using emulators as well, and they run on far low clockspeed then 2GHz!

neagix wrote:
meveric wrote:Remember, there are a few people on this site, that are not familiar with Linux, so you should help them by not letting them poke around too much until they find what you're talking about.

It works in the opposite way. They should start poking around and breaking things, and not whining when they don't work but instead dig and dig and try and learn. I don't want this place to become like other forum wastelands (I will not mention them but you can just give a look to the Android area...).

That is of course my personal opinion, but I try to use each tool for its purpose. Want a ready-made solution that always works? Buy it! Want to do-it-yourself for free? Start hacking and join the community! :)

On a sales perspective that is VERY UNWISE to say!
You basicly tell everyone that does not want to learn how to compile, or is not good at computers to stay away from this project.
But i totally disagree to that!
There are some people they getting a ODROID cause they know Android, and they wanna play with something like this.
They might see some screens of Ubuntu and may want to think about that too.. and if you look into it, ODROID is powerful enough to replace a desktop PC for most of the work you do.
And if you now offer them a possibility to play some of the games that they have on Android (Emulators) they might even be more intrested.
With a statement like yours, you would mostlikly send possible customers away, cause if they don't know how to do it, and are not able to learn it, they are not WORTH HAVING IT (dramatised)

But then again that is just MY opinion ;)

neagix wrote:
meveric wrote:All in all, it looks promising, but lacks alot of speed and a few functions.

I prefer mednafen over retroarch since its supporting a lot more emulators on stock and they run full speed in fullscreen mode WITH shaders.
Sadly SNES is not yet working for mednafen and ARM, but that might change in future.
It's sad, cause i really like the auto scaling from retroarch.

Even the cores for retroarch are not accurate, honestly I don't know how they compare to mednafen.
But please, what you feel "full speed" might not be real e.g. frame drops and audio desynchronization, and the only way to know that is if you have ever played the original game. IT's very subjective, if you cannot verify that (for example by running the same game on a powerful PC with higan in accuracy mode) I would not say that.

That's true, it's all about finding what's best for yourself. And i was just comparing retroarch with the other emulators i had worked with.
But i admit, i might have done a few mistakes that would have resulted in a better framerate.
Or some different configurations like you said on top, that it all depends on the right configuration.

Maybe you can share some of your configurations and stuff you have tried.
Or you compare it to mednafen, you can either install it from Ubuntu Software Center or compile it (as explained in another section of this forum) yourself and have SNES and other emulators which are not yet present in the older version in the Software Center.

I still think retroarch has a lot of potential, especially with the OpenGL ES implementation. If it can use that for more emulators, they might actually work better then in SDL.
But for now mednafen and SDL seems to work better for me which is cause of the high performace of the ODROID. This wouldn't work with a Raspberry Pi for example, so we are blessed to have such a capible device.

neagix wrote:
meveric wrote:Besides that, i still wonder, why is "neon" even working, i didn't know ODROID really has it. I used it once on PCSXReARMed and it gave me a few more options than "just" OpenGL ES (a few shaders were active) but it was running somewhat unstable and used to crash more often that way, so i actually wonder, is there some sort of "Neon" support in the ODROID?
Cause then i'd like to try some different emulators with build in neon FPU

It's fully supported by the armv7 in ODROID

Yep I heard that before and it gives some new possibilities.
Since i'm using neon FPU i could actually get SNES to work within medanfen which is really nice to have.

Thanks anyway for your work I really like the idea and what you've done with it.
I guess i will look a little closer into retroarch/libretro when i have some more time, cause it still looks very promising
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Fri Apr 26, 2013 1:13 pm

meveric wrote:By the look at your posts, you had quite some help to get things done (help from IRC and others) but you don't like to help others in that way it seems.

I only ask on IRC when I tried through Google and to the best of my extent, it's the basics of IRC netiquette.
Of course I am glad to help, but not to help laziness :ugeek:

meveric wrote:People who KNOW how to do it, probably won't need your guide at all, and the others looking for a guide, cause they DON'T know.

This is starting to piss me off. I am not targeting to the complete newbies. Full stop. I don't want to help the complete newbies, and furthermore and I don't want to help the lazy ones!

meveric wrote:And if you add dependencies they can still decide if they want to use that information or not, so i don't think "holding dependecies back" is something to "help them understand" or for people "to build in" as they like to. If for example it needs SDL to even compile at all, it's not something you can CHOOSE to build in!

Also if you didn't want to give them too much information on how to build stuff, then why not skipping Step 1-7 at all? It's already given on the forum, so why giving step by step for that stuff?

Sorry meveric, but I don't want to explain how to find dependencies. I am targeting to people that can find their dependencies to compile something, it's really a basic skill as I see it.
I wrote it because I added more information and the goal is less generic.

meveric wrote:And there it is again:
neagix wrote:Sorry meveric, but if you follow the tutorial step by step...

first you are like "i don't wanted to give from scratch" and then you are like "if you would have followed step by step" that's somewhat contradictory don't you think?


I mean to follow it step by step and go to the next step only when the statements in it are met. For example when I say to verify hardware acceleration. It's not contradictory, to make a simile it's like the difference between explaining how to build a car starting from the parts or also explaining how to build/buy each of the parts yourself. It's a BIG difference and I am not interested in explaining the latter.

meveric wrote:
neagix wrote:The more advanced cores will not work very well - there is no flickering, they are just slow, although I didn't spend much time hacking them to see if better performance could be achieved.

I discovered this later on after the post, but I will add it in the premise.

Thing with this was, that i was just disappointed with it, all of these emulators i already got to run and (besides NDS) they all run on a decent speed.
With retroarch they sadly did not.

I will investigate, thanks for telling!

meveric wrote:
neagix wrote:
meveric wrote:I was very much disappointed about GBA, since GBA is running totally fine with mednafen in fullscreen AND shaders.
And then again, retroarch doesn't even have shaders. You have to build them seperately.
One thing that is nice, it "autoscales" if you enlarge windows or go fullscreen, but then again, since it's all laggy, it doesn't really matter.

It depends from the cores you are using. Also GBA works well for me, although slightly below 100% speed

Well, if you go to the libretro hub you'll only find vgba-next, so there issn't really much to choose from, but maybe you found a different core you want to share.
And once again, i was rather disappointed with the speed especially when you enlarge the window (for example simply maximize it in 1080p) the speed went down quite a lot.


If it's like you said there must be something fishy indeed. I also tried meteor that seemed like having a slightly inferior performance

meveric wrote:
neagix wrote:
meveric wrote:And i don't intend on overclocking for "old console" games cause ODROID is far more powerful as a Raspberry Pi or the Pandora and they running fine with emulators, i don't see why it should be necessary to overclock the ODROID for such games.

"running fine" that's a big fake perception. They run with imprecise emulation, that you can do anyway if you compile and run the exact same emulators that they use. However I am not interested in those glitchy versions, and it also is off-topic discussing that here.

Actually it's not off topic it's a comparison. And retroarch or better to say librotro uses EXACTLY those glitchy versions you are refering to.
If you check the pcsxrearmed core for libretro, that's just a copy of the open pandora emulator.
Also mednafen uses vgba as a basis for its integration of GBA games as well as far as i remember.
And the SDL version i compliled for SNES is also snes9x which they use in the snex9x-next core that you are refering to.
So what makes it any better?


OK, I thought it was offtopic to discuss here retroarch vs mednafen, since thread is about OROID U2, X11 hardware acceleration and RetroArch, but mentioning that there are better alternatives is on-topic (although further discussion shall go in a different thread).

meveric wrote:
neagix wrote:For overclocking? Absolutely not. Did I even mention overclocking in my post? No. I would make a different post explaining that, but I don't want to do it because it's quite trivial and there is no package involved.

Actually you did.
You use cpufreq-set to alter the CPU frequenz, and maybe you're not aware of it, but ODROID has a dynamic takt of 200MHz to 1.7 GHz and not 2GHz, so in my textbook, that's overclocking.
And if you refer to posts in forum and some wiki posts, that's not wise to do without a fan.


I thought you were talking about GPU overclocking. I don't set the CPU frequency to 2Ghz, I think you misread that part. By default the maximum allowed frequency is 2 Ghz, I didn't change that part. What I do is set a minimum frequency of 1.6 Ghz, so that the processor will not jump up/down from 200 Mhz to 2 Ghz, this gives more stability during emulation.
Then after emulation it's set back to minimum 200 Mhz. Please read more about how cpufreq-set works

And once again, there are a lot of other projects out there, that are using emulators as well, and they run on far low clockspeed then 2GHz!

:facepalm: the blog post instructions are not overclocking to 2 Ghz. Full stop.

neagix wrote:
meveric wrote:Remember, there are a few people on this site, that are not familiar with Linux, so you should help them by not letting them poke around too much until they find what you're talking about.

It works in the opposite way. They should start poking around and breaking things, and not whining when they don't work but instead dig and dig and try and learn. I don't want this place to become like other forum wastelands (I will not mention them but you can just give a look to the Android area...).

That is of course my personal opinion, but I try to use each tool for its purpose. Want a ready-made solution that always works? Buy it! Want to do-it-yourself for free? Start hacking and join the community! :)

On a sales perspective that is VERY UNWISE to say!
You basicly tell everyone that does not want to learn how to compile, or is not good at computers to stay away from this project.
But i totally disagree to that!


Complete misunderstanding. I am not selling anything. When I say "Buy it!" I mean go to buy a ready-made solution like a console or a mini desktop PC, not ODROID. ODROID is the do-it-yourself solution (hell, it's even written on the box!).

I am saying that anybody who does not want to learn and hack their way through it should not buy a do-it-yourself development board.

There are some people they getting a ODROID cause they know Android, and they wanna play with something like this.
They might see some screens of Ubuntu and may want to think about that too.. and if you look into it, ODROID is powerful enough to replace a desktop PC for most of the work you do.
And if you now offer them a possibility to play some of the games that they have on Android (Emulators) they might even be more intrested.


I am not offering them anything, I have just aggregated commonly available online information. Note that it's a blog post, I do not need to offer anything.

With a statement like yours, you would mostlikly send possible customers away, cause if they don't know how to do it, and are not able to learn it, they are not WORTH HAVING IT (dramatised)

But then again that is just MY opinion ;)


Are you aware that I don't work for Hardkernel and that I am just a regular customer? I don't know what is the vendor opinion about this, ask them!

neagix wrote:
meveric wrote:All in all, it looks promising, but lacks alot of speed and a few functions.

I prefer mednafen over retroarch since its supporting a lot more emulators on stock and they run full speed in fullscreen mode WITH shaders.
Sadly SNES is not yet working for mednafen and ARM, but that might change in future.
It's sad, cause i really like the auto scaling from retroarch.

Even the cores for retroarch are not accurate, honestly I don't know how they compare to mednafen.
But please, what you feel "full speed" might not be real e.g. frame drops and audio desynchronization, and the only way to know that is if you have ever played the original game. IT's very subjective, if you cannot verify that (for example by running the same game on a powerful PC with higan in accuracy mode) I would not say that.

That's true, it's all about finding what's best for yourself. And i was just comparing retroarch with the other emulators i had worked with.
But i admit, i might have done a few mistakes that would have resulted in a better framerate.
Or some different configurations like you said on top, that it all depends on the right configuration.


Well, please understand that the topic is not strictly a comparison of retroarch vs other emulators, so I was just trying to stay on topic.

Maybe you can share some of your configurations and stuff you have tried.

All the necessary files and steps are shared in that blog post. It is of course going to be outdated very soon as the scene is moving fast (each of the mentioned component is changing quickly), thus I am not going to update it at the same speed that it changes! But right now that's how to do it.

Or you compare it to mednafen, you can either install it from Ubuntu Software Center or compile it (as explained in another section of this forum) yourself and have SNES and other emulators which are not yet present in the older version in the Software Center.

I still think retroarch has a lot of potential, especially with the OpenGL ES implementation. If it can use that for more emulators, they might actually work better then in SDL.
But for now mednafen and SDL seems to work better for me which is cause of the high performace of the ODROID. This wouldn't work with a Raspberry Pi for example, so we are blessed to have such a capible device.

Yes I am definitively going to try that, but no schedule.

neagix wrote:
meveric wrote:Besides that, i still wonder, why is "neon" even working, i didn't know ODROID really has it. I used it once on PCSXReARMed and it gave me a few more options than "just" OpenGL ES (a few shaders were active) but it was running somewhat unstable and used to crash more often that way, so i actually wonder, is there some sort of "Neon" support in the ODROID?
Cause then i'd like to try some different emulators with build in neon FPU

It's fully supported by the armv7 in ODROID

Yep I heard that before and it gives some new possibilities.
Since i'm using neon FPU i could actually get SNES to work within medanfen which is really nice to have.

Thanks anyway for your work I really like the idea and what you've done with it.
I guess i will look a little closer into retroarch/libretro when i have some more time, cause it still looks very promising


Yes it was something I really wanted to do for long, I wanted to share some instructions since it's a common dream. Glad that helped!
If I can make a critic I think you made too many assumptions (and then bounced them back at me as slightly flaming complaints), please be more open and ask questions - they will be answered! Asking is always better than assuming. And also please note that I didn't get to the end of my goal by giving up, it's because I didn't give up that I got to the end! I want to make it easy but not easy for literally everybody, that's impossible!

Anyway, It's alright :D we are all here to learn and share
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Fri Apr 26, 2013 2:06 pm

neagix wrote:I thought you were talking about GPU overclocking. I don't set the CPU frequency to 2Ghz, I think you misread that part. By default the maximum allowed frequency is 2 Ghz, I didn't change that part. What I do is set a minimum frequency of 1.6 Ghz, so that the processor will not jump up/down from 200 Mhz to 2 Ghz, this gives more stability during emulation.
Then after emulation it's set back to minimum 200 Mhz. Please read more about how cpufreq-set works
:facepalm: the blog post instructions are not overclocking to 2 Ghz. Full stop.


That's the only part i still have complains about.
I know you do it mainly to increase the LOWER frequency not to start at 200MHz but as you say at 1.6GHz which is all fine, but you also set the MAXIMUM to 2 GHz which is NOT the max default frequency. The max default is 1.7GHz you can check that on herdkernel.com going up to 2GHz is overclocking (which is supported, but not adviced WITHOUT a fan) and that's where i see problems with.
People might want to poke around and learn more about how to create stuff, and they might follow your guide step by step and set there system to use 2 GHz as a maximum (WITHOUT having a fan on their device).
Then they try to compile for example xbmc for libretro since that could work with retroarch as well.
That means 30-45mins all cores to the max. If they do that after your guide with a maximum of 2GHz without a fan, there is a very good chance they fry their ODROID and can throw it away after that.
That's why i have such trouble with your guide and saying use 2GHz as maximum frequency.
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Fri Apr 26, 2013 3:33 pm

meveric wrote:
neagix wrote:I thought you were talking about GPU overclocking. I don't set the CPU frequency to 2Ghz, I think you misread that part. By default the maximum allowed frequency is 2 Ghz, I didn't change that part. What I do is set a minimum frequency of 1.6 Ghz, so that the processor will not jump up/down from 200 Mhz to 2 Ghz, this gives more stability during emulation.
Then after emulation it's set back to minimum 200 Mhz. Please read more about how cpufreq-set works
:facepalm: the blog post instructions are not overclocking to 2 Ghz. Full stop.


That's the only part i still have complains about.
I know you do it mainly to increase the LOWER frequency not to start at 200MHz but as you say at 1.6GHz which is all fine, but you also set the MAXIMUM to 2 GHz which is NOT the max default frequency. The max default is 1.7GHz you can check that on herdkernel.com going up to 2GHz is overclocking (which is supported, but not adviced WITHOUT a fan) and that's where i see problems with.
People might want to poke around and learn more about how to create stuff, and they might follow your guide step by step and set there system to use 2 GHz as a maximum (WITHOUT having a fan on their device).
Then they try to compile for example xbmc for libretro since that could work with retroarch as well.
That means 30-45mins all cores to the max. If they do that after your guide with a maximum of 2GHz without a fan, there is a very good chance they fry their ODROID and can throw it away after that.
That's why i have such trouble with your guide and saying use 2GHz as maximum frequency.

Are you sure? When I installed Linaro it came with that default value. I will check this
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Sat Apr 27, 2013 12:45 am

if you check the hompage hardkernel.com you'll see that every device is said to have 1.7GHz not 2.0 GHz
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Sat Apr 27, 2013 6:06 pm

i played a bit with retroarch again and did make some progress. The "flickering" seemed to be cause i forgot to turn of vsync and flip as you described in your post. After that the issue was gone.
In fact you're right SNES really runs at full speed and is a little better then on mednafen.

But i found, that when you enlarge the window it's drawing by default, the framerate drops drastically. Especially under 1080p and going maximize the framrate drops from 60fps to about 30-35 which is basicly only 50% gamespeed.
Besides that i found that fullscreen also lowers speed but not as much as maximizing the window. In fact SNES in fullscreen is still able to be nearly fullspeed, so you don't have any problems. Which is really good :)

VBA-next (GBA-Emulator) is still very slow. Window Mode without resizing is full speed, maximizing is a drop of 50% fullscreen i would say is a drop of about 20-30% of gamespeed.
That's sad, cause i really like GBA games :)

I encountered some other issues when i switched to Kernel 3.0.75 and 24bit colors. The framerate drops drastically, even in the standard window it's only about 45-50 fps maximize window is unplayable slow and fullscreen behaves very odd, since it's kinda making an overlay which means, you see the game fullscreen but still have your desktop on the borders left and right.. and framerate drops also very very much.

I guess it doesn't like the new 24bit colors.

I retried the same with mednafen and was surprised, that it doesn't seem to matter if you have 16bit colors or 24bit.. Speed was still the same, no drop at all.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Apr 29, 2013 1:09 am

meveric wrote:i played a bit with retroarch again and did make some progress. The "flickering" seemed to be cause i forgot to turn of vsync and flip as you described in your post. After that the issue was gone.
In fact you're right SNES really runs at full speed and is a little better then on mednafen.


I told you!! :P
I would not make a blog post about the whole thing if it weren't a tad difficult to get there, and you really need to closely follow all instructions.

meveric wrote:But i found, that when you enlarge the window it's drawing by default, the framerate drops drastically. Especially under 1080p and going maximize the framrate drops from 60fps to about 30-35 which is basicly only 50% gamespeed.
Besides that i found that fullscreen also lowers speed but not as much as maximizing the window. In fact SNES in fullscreen is still able to be nearly fullspeed, so you don't have any problems. Which is really good :)

I only use fullscreen mode, so cannot confirm/deny about the window-enlarging issue - I never noticed

meveric wrote:VBA-next (GBA-Emulator) is still very slow. Window Mode without resizing is full speed, maximizing is a drop of 50% fullscreen i would say is a drop of about 20-30% of gamespeed.
That's sad, cause i really like GBA games :)

I tried both meteor and vba-next, they don't seem to perform well - not sure why

meveric wrote:I encountered some other issues when i switched to Kernel 3.0.75 and 24bit colors. The framerate drops drastically, even in the standard window it's only about 45-50 fps maximize window is unplayable slow and fullscreen behaves very odd, since it's kinda making an overlay which means, you see the game fullscreen but still have your desktop on the borders left and right.. and framerate drops also very very much.

I guess it doesn't like the new 24bit colors.

I retried the same with mednafen and was surprised, that it doesn't seem to matter if you have 16bit colors or 24bit.. Speed was still the same, no drop at all.

I am using 24bit colors and runs fine! :?:
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Mon Apr 29, 2013 6:00 am

neagix wrote:
meveric wrote:I encountered some other issues when i switched to Kernel 3.0.75 and 24bit colors. The framerate drops drastically, even in the standard window it's only about 45-50 fps maximize window is unplayable slow and fullscreen behaves very odd, since it's kinda making an overlay which means, you see the game fullscreen but still have your desktop on the borders left and right.. and framerate drops also very very much.

I guess it doesn't like the new 24bit colors.

I retried the same with mednafen and was surprised, that it doesn't seem to matter if you have 16bit colors or 24bit.. Speed was still the same, no drop at all.

I am using 24bit colors and runs fine! :?:


Hmm might be cause i'm still using Unity as a desktop manager... i might try it with gnome instead and see how it reacts.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Apr 29, 2013 3:06 pm

meveric wrote:Hmm might be cause i'm still using Unity as a desktop manager... i might try it with gnome instead and see how it reacts.

meveric, the post is about XFCE/LXFCE, you will get what it says (hardware accelerated X11 and usable RetroArch) if you follow the recipe. :twisted:
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Tue Apr 30, 2013 4:17 am

maybe, maybe not.. it also says U2 and i have a X2, so i don't take it word for word, especially with your installation of XFCE, no need to do that... you also install a hell lot of stuff with your odroid-u2-slim-package-selections.txt there is tons of stuff in it, that you woundn't need to compile and run RetroArch.. and you said it yourself, you want people to poke around... and following your guide word by word is nothing that appeals to me.. and i doubt xfce or lxfce is really necessary to get anything to run. Gnome should be just as fine i compared glmark2-es on gnome, xfce und kde there wasn't any difference in framerates.. just Unity had a noticeable drop in frames there.
So yeah, maybe Unity is not the best for it, but that doesn't mean you HAVE to use XFCE. And once again, it's about finding out what suits yourself best and not what anyone just tells you to do.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby ollieisamuppet » Fri May 03, 2013 2:05 am

Hi Neagix, thanks for the informative article.

If it's not too much to ask, could you please confirm which video output driver you're using with RetroArch? I've tried to follow the guide and the Mali drivers seem to be working (according to glmark2-es), but RetroArch refuses to render in anything other than SDL. In its current state, the audio is horribly choppy with every emulator core I try.

Ideally if you could post your retroarch.cfg that'd be amazing.

Thanks in advance.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Sun May 05, 2013 6:09 pm

ollieisamuppet wrote:Hi Neagix, thanks for the informative article.

If it's not too much to ask, could you please confirm which video output driver you're using with RetroArch? I've tried to follow the guide and the Mali drivers seem to be working (according to glmark2-es), but RetroArch refuses to render in anything other than SDL. In its current state, the audio is horribly choppy with every emulator core I try.

Ideally if you could post your retroarch.cfg that'd be amazing.

Thanks in advance.

I didn't post the retroarch config because I have been changing it a lot, and I am using also the retroarch git version - that changes without notice.

I am using the GL driver and works fine! did you compile retroarch with those configure options I specified?
which cores are you trying?

These are most important retroarch configuration options I am using:
Code: Select all
video_driver = "gl"
video_fullscreen = "true"
video_windowed_fullscreen = "true"
video_aspect_ratio = "1.33333333333333"
audio_enable = "true"
audio_driver = "alsa"
audio_sync = "true"
input_driver = "sdl"
input_joypad_driver = "sdl"
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Sun May 05, 2013 6:14 pm

meveric wrote:maybe, maybe not.. it also says U2 and i have a X2, so i don't take it word for word, especially with your installation of XFCE, no need to do that... you also install a hell lot of stuff with your odroid-u2-slim-package-selections.txt there is tons of stuff in it, that you woundn't need to compile and run RetroArch.. and you said it yourself, you want people to poke around... and following your guide word by word is nothing that appeals to me.. and i doubt xfce or lxfce is really necessary to get anything to run. Gnome should be just as fine i compared glmark2-es on gnome, xfce und kde there wasn't any difference in framerates.. just Unity had a noticeable drop in frames there.
So yeah, maybe Unity is not the best for it, but that doesn't mean you HAVE to use XFCE. And once again, it's about finding out what suits yourself best and not what anyone just tells you to do.

Any non-compositing desktop environment will be fine, I am not saying that it will only work with XFCE or LXDE but just describing how I did it the first time.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Thu May 09, 2013 3:56 pm

For all those concerned:

http://neagix.blogspot.com/2013/05/neagix-excellent-and-unofficial-debian.html
http://code.google.com/p/odroid-wheezy-retro/

I have just released a minimal SD image that allows to achieve what I mentioned earlier in my posts.

Hope you will enjoy it :)
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby memeka » Thu May 30, 2013 9:52 pm

Thanks for your work.

I have compiled retroarch and snes, and running in windowed mode on 1080p screen.
I get ~40fps, but the main issue I have is with the sound, it is very choppy. Any advice on that?

Also I am not sure I got hw acceleration working...
I get a score of 47 glmark2, and glxinfo shows:

name of display: :0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:...
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:...
GLX version: 1.4
GLX extensions:...
OpenGL vendor string: Mesa Project
OpenGL renderer string: Software Rasterizer
OpenGL version string: 2.1 Mesa 9.1.1
OpenGL shading language version string: 1.20
OpenGL extensions:...


This is my xorg.conf: http://pastebin.com/Uhaui1xq
Snippets from Xorg log: http://pastebin.com/ffFimrdZ (notice [ 7.008] (**) MALI(0): 2d acceleration disabled)
This is the output from glxgears, which gives me 120fps but software (I have 1 core @100%) http://pastebin.com/ehYXFtya (notice GL_RENDERER = Software Rasterizer)

I am running kernel 3.8.13 30 May with the mali drivers installed as in your tutorial...
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Fri May 31, 2013 4:05 am

Mali 2d acceleration is not what you are looking for. RetroArch works with GLES over X11.

Which OS are you using? I packaged http://code.google.com/p/odroid-wheezy-retro/ to provide a starting ground for people with problems like yours.

If you want to troubleshoot and solve the issue, please make sure you exactly follow the steps in my tutorial, none of them is optional. For example, did you follow exactly what is said in the step for the Mali drivers? :) You have to make sure that the Mali drivers are in /usr/lib/arm-linux-gnueabihf/ and that the Debian-provided GLES are not reachable as well.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby memeka » Fri May 31, 2013 8:32 am

Ubuntu 13.04

I did follow the steps, and on 3.0.75 kernel I get 92 score in glmark2-es2, and 130 in es2gears, so I guess I do have hardware acceleration. Still, even on 3.0.75 where the sound is better, I am not happy with the speed of the emulator (again, windowed mode, I get ~45fps). Pocketsnes libretro gives smoother experience on the raspberry pi. I will get a microSD card and try your image, see if it's running faster than my build. I will try in fullscreen also.

PS - I don't understand why you need to set min frequency, the board should scale automatically to max frequency on demand.
PSS - you have tried the 3.8 kernel I guess, what's your experience? I find the gpu acceleration not there yet, since the CPU load is quite high while rendering.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Sun Jun 02, 2013 7:44 am

memeka wrote:Ubuntu 13.04

I did follow the steps, and on 3.0.75 kernel I get 92 score in glmark2-es2, and 130 in es2gears, so I guess I do have hardware acceleration. Still, even on 3.0.75 where the sound is better, I am not happy with the speed of the emulator (again, windowed mode, I get ~45fps). Pocketsnes libretro gives smoother experience on the raspberry pi. I will get a microSD card and try your image, see if it's running faster than my build. I will try in fullscreen also.

PS - I don't understand why you need to set min frequency, the board should scale automatically to max frequency on demand.
PSS - you have tried the 3.8 kernel I guess, what's your experience? I find the gpu acceleration not there yet, since the CPU load is quite high while rendering.

It's not necessary to change frequency, I played with that a bit but it's completely optional to use successfully RetroArch.

I think it's very slow. See my results.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Wed Jun 12, 2013 3:27 pm

yesterday I tried libretro-prboom, although this Doom port is not hardware-accelerated looks great and smooth! (50fps)
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Jul 15, 2013 6:35 am

meveric wrote:i played a bit with retroarch again and did make some progress. The "flickering" seemed to be cause i forgot to turn off vsync

VSYNC is not working at all in 3.0, thus it could have been something else. Also you mentioned page flipping, but as per most recent testing that gives an improvement in performance
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Aug 26, 2013 1:36 am

News: the remaining issues are two:

  • VSYNC causing image tearing, this has been pinpointed to the HDMI PHY and is without known solution/workaround so far
  • bad performance when using large window sizes, like Tobal 2 with PCSX ReARMed core

If those were addressed, then the U2 would be a perfect performant device for RetroArch
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Mon Aug 26, 2013 4:37 am

neagix wrote:News: the remaining issues are two:

  • VSYNC causing image tearing, this has been pinpointed to the HDMI PHY and is without known solution/workaround so far
  • bad performance when using large window sizes, like Tobal 2 with PCSX ReARMed core

If those were addressed, then the U2 would be a perfect performant device for RetroArch


Actually with RetroArch and the LIMA driver from AreaScout (viewtopic.php?f=52&t=1911) i had really good performance with PCSX ReARMed core.. FullScreen worked fine with no issues.
under Unity i get 55fps. So i don't see a big issue here.

But i experienced the same if you compile PCSX ReARMed itself as well.. thing is, that it just won't use the opengl es driver but the "buildin GPU" which seems to work a lot faster and more stable..
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Aug 26, 2013 4:42 am

Wait a minute...you mean that with Lima driver you can use 2D hardware acceleration (G2D)?

I never tried lima driver on the U2...I didn't even know it was working :)

Are there instructions? I might give it a try
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Mon Aug 26, 2013 5:31 am

I'm not quite sure what you mean.

1. nope no 2D hardware acceleration (at least not that i know of)
2. just take the one from AreaScout it wokes just like as it is on U2 no changes necessary
3. PCSX ReARMed always worked fine with SDL.. i even made a post about that some time ago.. it just runs better on RetroArch cause it has less overhead with the graphical interface and stuff and probably cause of the way RetroArch is running on Mali and Lima
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Aug 26, 2013 5:36 am

I get that the speedup could be due to the fact that there is no X in between, thus direct framebuffer access (that's nice!)

AreaScout has not published how to compile RetroArch from sources, I need that for the release.

PCSX ReARMed works fine, but did you try specifically that title (Tobal 2)? Because that has issue with the window size e.g. the smaller the better.

I think that by using direct framebuffer (and not EGL) it might be fixed
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Aug 26, 2013 5:42 am

Right now with kernel 3.8 I get a black screen with all the lima tests.

Did you ever run kernel 3.8 + lima + retroarch?
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Mon Aug 26, 2013 5:51 am

not quite sure.. i might have shortly after AreaScout posted it once but not for long since 3.8 is very bad on performance i rather use 3.0.75 which is the best kernel so far in my oppinion since 3.0.80+ seems to be broken anyway...

I definately didn't try 3.8 on my ODROID U2 just on X2.. But memeka was posting really early that he tried it on 3.0 and 3.8 and it was fine for him on both.
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby neagix » Mon Aug 26, 2013 7:03 am

1) why do you say that 3.0.80+ seems broken when compared to 3.0.75? 3.0.84 is fine for me, no difference

2) 3.8 has recently been fixed performance-wise (no official patch yet)

I have spoken with libv and found the issue on 3.8 + lima: a missing patch (applied to 3.0 but not to 3.8), this one to be precise: https://github.com/hardkernel/linux/commit/5da2646fab6c129322906ecea5daaa20f6e3a700
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Re: [GUIDE] ODROID-U2 Hardware Accelerated X11 + RetroArch

Unread postby meveric » Mon Aug 26, 2013 7:39 am

ever since 3.0.80 (using unity) the board freezes using the terminal... if you open the terminal the terminal freezes.. you can't type anything and sometime not even run any other applications... happens on X2 and U2 if you use xterm it's working if use use the standart terminal or even putty it will freeze eventually.

very disturbend.. not sure if it happens with xfce or other desktop manager since they may not use the same terminal
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