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?

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