I get around 35 FPS on the N1 on my current 2D game in-dev.  The thing
about it, though, is that it's plenty of framerate.  The game feels
totally smooth at that rate and doesn't really experience significant
drops (unless you count gmail sync), even when I throw 200 particles
out into the scene.

On Apr 14, 4:40 am, Mario Zechner <badlogicga...@gmail.com> wrote:
> That's still better than what i'd have excepted. Do you draw 4-5 full
> screen quads with alpha blending? Are they textured? Gotta try that
> myself sometime. 40fps wouldn't be that bad.
>
> On 14 Apr., 11:36, Vladimir <vladimir.funti...@gmail.com> wrote:
>
>
>
> > 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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