@Kevin
I can easily see wheter something runs at 30 or 60fps.
http://www.gamasutra.com/blogs/RadekKoncewicz/20100106/4021/Framerates_Do_Matter.php
is an interesting article on the matter

@Federico
The thread over at 
http://groups.google.com/group/android-developers/browse_thread/thread/57afe5120c24c371#
might be intersting for you.

On 31 Jan., 07:55, Kevin Duffey <andjar...@gmail.com> wrote:
> I am curious..why do you need 60fps? 30fps is smooth motion to the human
> eye. I've seen that posted a few times now and fail to understand why 60fps
> is needed? Of course, I understand doing > 30fps would be nice, but if I
> could yank more out of my game and sustain 30fps, I'd rather do that.
>
> On Sat, Jan 30, 2010 at 8:58 PM, Federico Carnales
> <fedecarna...@gmail.com>wrote:
>
> > Hi all,
>
> > So I'm doing some simple 2D stuff with OpenGL on Android and found the
> > performance to be very, very poor.
>
> > To give you an example, I made an app with a full screen
> > GLSurfaceView. I loaded a 512x1024 texture (containing a 480x854
> > image), set up an orthogonal 2D matrix, and set it to draw a 480x854
> > pixel quad with that texture, using vertex and texture arrays.
> > Lighting, dither, blending, etc. is disabled.
>
> > I would expect this to run at 60fps without problem, but that simple
> > operation already drags the frame drawing time to 19ms/frame.
>
> > If I add some more small textured quads around the screen, the drawing
> > time goes up to 22/24ms. If I enable blending it balloons to 28/30ms.
>
> > This is testing on a Motorola Milestone, running 2.0.1.
>
> > Is this normal? Am I doing something wrong or is it just a common
> > problem in Android?
>
> > Any advice on how to attain 60fps drawing simple textured quads in 2D
> > using OpenGL?
>
> > Thanks in advance!
>
> > Regards,
> > Federico
>
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