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Question by bkevelham · Aug 13, 2013 at 04:07 PM · androidtexturecompression

Detect Android GPU/chipset at runtime?

Our Android application is rather texture heavy. It relies on external assets bundles, to be downloaded to the device.

We could create asset bundles where all textures (RGBA) are compressed to RGBA16, but that would seriously increase the download size. Compression to a platform appropriate DXT5 or PVRTC format seems to be a wiser choice, if we can subsequently download the appropriate bundles.

Of course we could cheat and go with an overall PVRTC compression to reduce the size and rely on Unity to do the appropriate RGBA conversion, but that's not very friendly on load-time and not all that elegant. :)

Is there a way in which we can detect at runtime what the GPU/chipset is that is being used? Or would it be a better idea to have a separate build of the main application, so we can simply retrieve it from the application's data?

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Answer by Jamora · Aug 13, 2013 at 05:22 PM

The SystemInfo class provides all kinds of information of the system that the application is running. I think graphicsDeviceName is of particular interest to you.

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avatar image bkevelham · Aug 13, 2013 at 06:50 PM 0
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Oh wow, I can't believe I overlooked that. I'll have a look at it tomorrow. Thanks so much.

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