@Ralf that is very strange behaviour i wouldn't expect from a Nexus One. I have to admit that i only own a Droid so i can't confirm it for the N1. Would you mind putting an apk with your test application up somewhere, for example at http://www.file-pasta.com, and add log cat output so we can observe the behaviour of your app on our devices? Additionally, if it's not to much of a hazzle you could also share the source code so we can have a look at it.
On 27 Jan., 12:42, Ralf Schneider <li...@gestaltgeber.com> wrote: > I definitely have this problem on the Nexus One. > > My OpenGL performance test (using JNI/NDK pumped by java GLSurfaceView) is > drawing 3 rotating Quads(8-8-8 texture) - all covering the whole screen - > with blending. > And I get very constant 60 FPS. As soon as I touch the screen: Frame rate > drops to 43 FPS until i release the finger, than it gets back to 60 FPS. > > I think the garbage collection is the remaining reason for the slow down on > Android > 2.0. > > The problem is less visible in a more complex scene where the initial frame > rate is around 35 FPS. Touching the screen in this case does not change the > frame rate significantly. > > 2010/1/27 Robert Green <rbgrn....@gmail.com> > > > @MrChaz > > From my tests on 1.5 and 1.6, Thread.sleep() does not even come close > > to adequately fixing the problem. I have tried ranges from 16-1000 > > and touch'n'hold still causes my game to drop from 30FPS down to 15FPS > > or lower on the G1. *The game suffers no such problems on the Droid > > and Nexus One*. I've also taken out everything but the call to sleep -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en