I was speaking more to the capabilities of the hardware than specific games or apps, and it is absolutely true that most games optimize for the lower end (in vertex count and texture size), so they don't really show off the high end. As higher end hardware becomes more commonplace the standard moves up, especially for things like models and textures that are simply resources that can vary.
In this case while I was hoping it would be something really compelling like a Tegra K1, it's a 1.7Ghz quad-core Krait 300 APQ8064 with Adrena 320 graphics. That pushes about 225 million triangles per second, while the PS3 pushes 275 million. The PS2 pushed about 35 million. Of course triangles per second is an entirely incomplete metric, though the PS3 and the Snapdragon feature similar memory bandwidth (and fill rate), though the PS3 has dedicated video memory while the Snapdragon shares it with the CPU.
Overhead of Android and OpenGL ES eats into this significantly of course, but the fact that such a comparison is at all viable is pretty incredible.
In this case while I was hoping it would be something really compelling like a Tegra K1, it's a 1.7Ghz quad-core Krait 300 APQ8064 with Adrena 320 graphics. That pushes about 225 million triangles per second, while the PS3 pushes 275 million. The PS2 pushed about 35 million. Of course triangles per second is an entirely incomplete metric, though the PS3 and the Snapdragon feature similar memory bandwidth (and fill rate), though the PS3 has dedicated video memory while the Snapdragon shares it with the CPU.
Overhead of Android and OpenGL ES eats into this significantly of course, but the fact that such a comparison is at all viable is pretty incredible.