Today I received my retail OUYA (woohoo!)
Decided to test it out by getting it set up with Unity
It took a while to get everything figured out (mostly driver stuff), but I got it done.
So I put together a little graphics test for the little box.
Running at 480p (Wii resolution), I placed nearly 100 particle systems in the scene (the actual count is 81, placed in a 9x9 grid). Each particle system emits 20 particles per second. Obviously this scene is incredibly fillrate and overdraw heavy. At 1080, it brings the system to its knees (10-20 FPS). However, as I said, I wanted to test Wii-resolution (I intend to develop at 480p for maximum performance). In that case, it consistently maintains 48FPS. It does make the fan run slightly louder than usual, and the console runs a tad hot, but again it's designed to be a massive abuse of fillrate and overdraw, and the Tegra seems to be taking it quite well.
I'm excited to be developing for this.
You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
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OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
Yes