[Galaxy S III Original Android Development] SirCanealot:
Right!

I was so excited about the GPU UC/OC I downloaded it right away and work and have been testing and benchmarking during my lunch break and between tasks :)

First of all, I had some problems with the UC/OC not applying, but things seemed to work after a reboot and more fiddling with STweaks. So not sure what happend xD (I know you need to make the GPU change frequencies to apply anything)

I am running 533mhz at 1025mv and things seem stable. This is fantastic as it's the default voltage for the GPU anyway. w00t! However, I will do plenty of more testing in the time to come! :D

I have done some runs with GL Benchmark offscreen 720p. With 440mhz I score around 90fps and with 533mhz I get around 100fps. (weird as the original Anandtech preview pegged the S3 at 109fps but god only knows...)

I have also been using Nenamark 2 as it's fairly quick to use. VSync lock? Nah. I have applied 16x anti alising via Chainfire 3D to really slow things down :)

Nenamark = 440mhz: around 30-32fps -- 533mhz: 36-37fps (39 was my best but it only happened once).

(Edit: I locked the CPU to 1600mhz to get the above results. But when running Nenamark the CPU usage was around 20%!)

Given that 440mhz - 533mhz is a 21% jump (I think?) and my framerate jump is about 19% (I think? I can't do maths today!) it seems like the GPU OC is functioning fine!

I've also tested Mass Effect a little as it seemed to max it out at 440mhz and it also maxes out 533mhz. However, the frame rate seems to be a lil higher (440mhz looks around 30-35fps, 533mhz seems to be around 40fps).

I've also done some testing on underclocking, but it does not look as promising...

Since the S3 uses the GPU to render so much, dropping it to 54mhz is basicaly unusable if you are using Touchwiz launcher. Screen transitions look like they run at about 15fps! Screen transitions work mostly fine at 108mhz though.

The internet browser also seems to lag when scrolling webpages a bit on 108mhz and it lags until it jumps up to the next step. So I'm not really sure if it's worth underclocking too much -- but I will see if it helps much with battery life. I will have to check if using 160mhz causes the GPU to jump to 266mhz more than using 108mhz! (since if 108mhz makes it jump to 266mhz constantly surely it will be worse for battery?)

I think the GPU underclocking will apply more if you are not using touchwiz and you are not using the normal internet browser, as both of these seem to be fairly heavy on the GPU.

However, I was going to say, is it possible to lower the GPU sampling rate so that it will jump up and down faster? I am not sure at all if this is posible... Then it might be more possible to use GPU underclocking! (and Dead Trigger seems to lag when changing clock speeds frequently so I was wondering if changing sampling time would improve this?)

Is there any reason why you did not want to add an extra step? I was actually going to ask you if you were going to add one. Reason being I can't work out how I'm going to arrange clock speeds for best battery and performance. 440mhz is going to be enough for some games. Most games seem to run at 266mhz. I think it would be useful to have the extra step to make sure we don't force games to run at a higher clock speed than we need...

As for the dynamic step size, as I said above, try testing 54mhz and 108mhz! We need a much better GPU sampling rate for them to be useful!

Anyway, good work, dude! Very interesting progress! :D

Edit: Gok: any chance of profile support in STweaks with a nice widget to change between them, like VoltageControl? Or am I dreaming you would have the time for this? :P

I would't mind locking the GPU to 108mhz if I'm just web browsing etc, but it's a nightmare to load up STweaks again to change settings like that... :)#

Edit again: I've got back to 160mhz bottoms step. 160mhz bottom step means that the web browser only jumps up if you aggressively scroll around a lot. I've also noticed using the inverted rendering seems to add +20% usage or so. Has anyone else noticed that? 0_o (might have to start a topic in Q&A about that!)