Take a look at this thread:

http://groups.google.com/group/android-developers/browse_thread/thread/67b902d80713dc66/d240e83fb982d599

First, it gives some baseline FPS results from the APIDemos which you
can use for comparison.

Second, it mentions some specific issues (and a solution) which may be
applicable to you.

String


On Sep 24, 5:09 am, LemonDev <[email protected]> wrote:
> i have download your demo, and run at approximate 14FPS.
>
> as methioned in you posts 
> at(http://www.javagaming.org/index.php/topic,20910.0.html
> )  , there is someone run you demo on Hero at 60 FPS ?
>
> maybe i should borrow the phone and verify the result, if it is real ,
> i have to contact HuaWei.
>
> On 9月24日, 上午11时00分, CraigsRace <[email protected]> wrote:
>
>
>
> > It sounds like the HuaWei has the same problem as the Samsung,
> > however, I am no hardware expert.  You'd need to contact HuaWei and
> > ask them why it returns the Android PixelFlinger instead of the GPU
> > when requesting the GL Renderer.  Or maybe someone from Google has
> > some insite into this?
>
> > On Sep 24, 12:15 pm, LemonDev <[email protected]> wrote:
>
> > > no, not samsung, but a device from T-Mobile manufactured by HuaWei .
>
> > > Log.v("", gl.glGetString(GL10.GL_RENDERER));
> > > i get "Android  PixelFlinger  1.0" which is the same as emulator and
> > > also same as
> > > your samsung i7500 . that is the problem.
>
> > > this.getHolder().setType(SurfaceHolder.SURFACE_TYPE_HARDWARE);
> > > this call does a help to render faster a bit . from 10 to 14 FPS .
>
> > > On 9月23日, 下午5时32分, CraigsRace <[email protected]> wrote:
>
> > > > I've heard the Samsung i7500 has a bug where it doesn't use the GPU.
> > > > Is that the phone you are using?
>
> > > > It is discussed 
> > > > here:http://www.javagaming.org/index.php/topic,20910.0.html
>
> > > > In short, if you call Log.v("", gl.glGetString(GL10.GL_RENDERER));
>
> > > > On the HTC phones, it says "Q3Dimension MSM7500 01.02.08 0 4.0.0",
> > > > while on the Samsung (and Android Emulator) it says "Android
> > > > PixelFlinger 1.0".
>
> > > > On Sep 23, 6:58 pm, LemonDev <[email protected]> wrote:
>
> > > > > i draw a cube with two sides textured(320*430 png) and let it rotate
> > > > > between the two sides, but it's sad to get a 16 FPS on emulator and 9
> > > > > FPS on the real phone. i don't known whether i have used the hardware
> > > > > acceleration on my phone.
> > > > >   so i tried many parameters in OpenGLES ,finally i found i can set a
> > > > > value in my CubeView(inherit from GLSurfaceView )'s constructor ,
>
> > > > >  public CubeView(Context context)
> > > > >  {
> > > > >    super(context);
>
> > > > >    this.getHolder().setType(SurfaceHolder.SURFACE_TYPE_HARDWARE);  //
> > > > > here is the crucial line
>
> > > > >    mRender = new CubeRender(this);
> > > > >    this.setRenderer(mRender);
> > > > >  }
>
> > > > > setType with the value SURFACE_TYPE_HARDWARE  can improve the OpenGL
> > > > > rendering speed, and i get a rate of  14FPS on real phone, but has no
> > > > > effect on emulator( i guess emulator didn't use hardware to render)
>
> > > > > but the 14FPS also is  not  enough for me , 18 -- 20 may be
> > > > > acceptable . the qualcomm demo neocore can render  a complex arena on
> > > > > 25-27 FPS in my phone.
>
> > > > > so what's the problem with me, is there another ways to use the
> > > > > hardware acceleration in OpenGL ES .
>
> > > > > my phone has a cell of qualcomm MSM7201A with a hardware 
> > > > > acceleration.- Hide quoted text -
>
> > > - Show quoted text -
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