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First, lets see what is inside new iPhone 3G S. Number of technical sites wrote reviews already (mostly based on well educated guess since real hardware is out of reach for most), so I will be brief:

首先,让我们看一下新iPhone 3G S的内部。许多技术站点已经发表过评论 (主要是根据有根据的猜测,因为大多数人都无法接触到真正的硬件),所以我将简要介绍一下:

  • New and shiny ARM Cortex-A8 as main CPU running at 600MHz. New chip maintains 100% backwards compatibility with older ARM1176 chips powering original iPhone family – so no worries here. 新的闪亮的ARM Cortex-A8作为主CPU,运行于600MHz。 新芯片与为原始iPhone系列提供支持的旧ARM1176芯片保持100%向后兼容性-因此,无需担心。

All this is great great of course, but how could we help to reduce the complexity while supporting full spectrum of old and new devices? Thanks to the desktop origins of Unity engine, we have solved part of this problem even before iPhone was introduced. In order to harness wild variety of Macs and PCs with different GPUs Unity implemented mechanisms to determine capabilities of the graphics device and fallback to less demanding shaders at run-time.

当然,所有这些都是很棒的,但是在支持新旧设备的全部范围的同时,我们如何帮助降低复杂性呢? 得益于Unity引擎的桌面起源,我们甚至在引入iPhone之前就已经解决了部分问题。 为了利用具有不同GPU的各种Mac和PC,Unity实施了各种机制来确定图形设备的功能,并在运行时回退到要求较低的着色器。

You can learn more about SubShaders and Fallbacks here:

您可以在此处了解有关SubShaders和Fallbacks的更多信息:

http://unity3d.com/support/documentation/Components/SL-Shader.html

http://unity3d.com/support/documentation/Components/SL-Shader.html

Different graphic cards have different capabilities. This raises an eternal issue for game developers; you want your game to look great on the latest hardware, but don’t want it to be available only to those 3% of the population. This is where subshaders come in. Create one subshader that has all the fancy graphics effects you can dream of, then add more subshaders for older cards. These subshaders may implement the effect you want in a slower way, or they may choose not to implement some details

不同的图形卡具有不同的功能。 这给游戏开发商带来了永恒的问题。 您希望您的游戏在最新的硬件上看起来很棒,但又不希望仅适用于3%的人口。 这是子着色器的用处。创建一个具有所有您梦can以求的精美图形效果的子着色器,然后为较旧的卡添加更多子着色器。 这些子着色器可能会以较慢的方式实现您想要的效果,或者可能选择不实现某些细节

I’m really looking forward for Unity iPhone 1.1 being released so we can concentrate on adding OpenGL ES 2.0 support to Unity. Meanwhile you will be able to enjoy 8 texture combiners in a single pass available on the new iPhone 3G S devices.

我真的很期待Unity iPhone 1.1的发布,因此我们可以集中精力为Unity添加OpenGL ES 2.0支持。 同时,您将可以在新的iPhone 3G S设备上单次使用8个纹理合成器。

We wrote a number of hand optimized assembly routines to speed up calculations on VFP coprocessor for Unity iPhone 1.1. For example skinning is now several times faster and significantly outperforms GPU! We’re going to continue this trend by harnessing NEON™ capabilities for iPhone 3G S.

我们编写了许多手动优化的汇编例程,以加快在Unity iPhone 1.1的VFP协处理器上的计算速度。 例如,现在换肤速度快了好几倍,并且明显优于GPU! 我们将通过利用iPhone 3GS的NEON™功能来延续这一趋势。

One more thing I want to share with you – we have not seen the actual iPhone 3G S device yet. For better or worse, Apple have been really secretive. Right now we’re looking forward to get the devices from the first batch of publicly available ones. That should allow us to implement and test new features ASAP. Meanwhile we’re working close with Apple to verify existent content works fine on iPhone 3G S.

我想与您分享一件事–我们还没有看到实际的iPhone 3G S设备。 不管好坏,苹果公司都是真正的秘密企业。 目前,我们期待从第一批公开可用的设备中获得这些设备。 这应该使我们能够尽快实施和测试新功能。 同时,我们正在与Apple紧密合作,以验证现有内容在iPhone 3G S上是否可以正常工作。

翻译自: https://blogs.unity3d.com/2009/06/15/iphone-3g-s-is-hot/

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