You are right, being an OpenGL noob I only timed GL commands, the actual fps is around 40
On Apr 14, 1:24 am, Mario Zechner <badlogicga...@gmail.com> wrote: > Hm, seems my post got swalled by the flying spagetthi monster. Here we > go again. > > I wonder how you measure the time. Do you measure you frames like > this? > > ... > long startTime = System.nanoTime(); > int frames = 0; > > public void onDrawFrame( ) > { > ... draw stuff ... > if( System.nanoTime() - startTime > 1000000000 ) > { > Log.d( "My App", "fps: " + frames ) > frames = 0; > startTime = System.nanoTime(); > } > > } > > This gives you the frames rendered each second and takes into account > eglSwapBuffers execution time which tells the GPU to actually draw > stuff (if the GPU buffers haven't been filled up to that point). I > highly doubt the 100-120fps on the Droid. The maximum amount of fps > achievable on any Android device so far is 60fps due to vertical > synch. Additionally you have the actual drawing executed in > eglSwapBuffers for the most part unless your scene is extremely big > and fills up the command buffer, which is not the case with a puny 4-5 > fullscreen quads. I'd expect something like 30-33fps for your scenario > as that poor little thing is heavily fill-rate bound and blending only > makes it worse. I'd love to know how you timed your code. > On 13 Apr., 23:41, Vladimir <vladimir.funti...@gmail.com> wrote: > > > > > >>Rokon got 60fps and my app just 55fps in average. > > > I tried drawTexfOES for backgrounds in Rokon and got 200+ fps with 4 > > or 5 alpha-blended layers on Droid, around 100-120 on G1. I also used > > it in a 3D game I wrote from scratch and there was a noticeable > > performance boost compared to quads. > > > >>Canvas faster than OpenGL way. Why? Did anybody test it on the other > > >>device? > > > I can assure you that Canvas performance is terrible on both G1 and > > Droid (since 2.1) I own, and most devices out there. > > > On Apr 6, 8:12 am, lixin China <smallli...@gmail.com> wrote: > > > > I'm preparing code a game. > > > So I need benchmark the OpenGL find a good way render my 2d stuffs. > > > > And I found a project have done > > > that.http://code.google.com/p/apps-for-android/ > > > SpriteMethodTest > > > > I only have nexus one. The following it's the test result from my > > > phone. > > > ======================================== > > > test 1: 10 Sprites without animate > > > Canvas: 142.85 fps > > > OpenGL 1: 34.48 fps > > > OpenGL 2: 33.33 fps > > > OpenGL 3: 33.33 fps > > > > test 2: 10 Sprites with animate > > > Canvas: 90 fps > > > OpenGL 1: 32 fps > > > OpenGL 2: 33 fps > > > OpenGL 3: 32 fps > > > > ======================================== > > > test 3: 100 Sprites without animate > > > Canvas: 111 fps > > > OpenGL 1: 43.47 fps > > > OpenGL 2: 43.47 fps > > > OpenGL 3: 41.66 fps > > > test 4: 100 Sprites with animate > > > Canvas: 62.5 fps > > > OpenGL 1: 45 fps > > > OpenGL 2: 43 fps > > > OpenGL 3: 45 fps > > > ======================================= > > > test 5: 500 Sprites without animate > > > Canvas: 27 fps > > > OpenGL 1:20 fps > > > OpenGL 2:23.8 fps > > > OpenGL 3:23.8 fps > > > test 6: 500 Sprites with animate > > > Canvas: 25 fps > > > OpenGL 1: 20 fps > > > OpenGL 2: 23 fps > > > OpenGL 3: 22 fps > > > ======================================= > > > test 7: 1000 Sprites without animate > > > Canvas: 15.38 fps > > > OpenGL 1: 10.5 fps > > > OpenGL 2: 12.82 fps > > > OpenGL 3: 14.7 fps > > > test 8: 1000 Sprites with animate > > > Canvas: 15.15 fps > > > OpenGL 1: 10.3 fps > > > OpenGL 2: 12.65 fps > > > OpenGL 3: 14.28 fps > > > > ================================== > > > > The result observably show that the rendering performance on nexus > > > one, Canvas faster than OpenGL way. > > > Why? Did anybody test it on the other device? > > > > And another question. > > > I write a test application just render a background and a moving > > > sprite with draw_texture extension. > > > And use Rokon (which is a 2D game engine) do the same thing. > > > And test device of course its my nexus one. > > > > Rokon got 60fps and my app just 55fps in average. > > > It was weird because I saw a video on Google I/O Session about how to > > > write a real-time game(http://www.youtube.com/watch?v=U4Bk5rmIpic. > > > Video shows that draw_texture have better performance that the usual > > > way. > > > Somebody knew the reason? -- 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 To unsubscribe, reply using "remove me" as the subject.