Try to measure time needed to render each frame.
May be something's wrong with your game logic. For ex. thread
calculating new ingame positions is called too often and takes
precedence over rendering thread.

On Jun 14, 8:14 pm, "[email protected]"
<[email protected]> wrote:
> I have an issue with the OpenGL game I am developing that I am getting
> significant stuttering.  I have put in a lot of debug code to try to
> see if it is something I am doing, but I haven't had any success at
> narrowing down what is going on.  Stutters are between 80 msec and
> sometimes annoyingly as high as 200+ msec on my Droid.
>
> When the game is running, I don't think I am creating any garbage, but
> when I am initializing a level, I am definitely creating some
> garbage.  Just before starting the level, I give a hint to collect the
> garbage.  This got rid of a lot of my problems, but there is still
> stuttering going on.
>
> I put in some code to instrument the amount of time that I spend in
> various parts of my main rendering loop.  The stutters seem to happen
> randomly, each time in a different piece of code, so I am attributing
> them to something outside of my main loop code.  I also am NOT seeing
> the GC running when these stutter happen on the catlog.
>
> Is this services running while my game is running?  Is there a way to
> prevent this or at least mitigate the damage?
>
> I notice that sometimes the backlight on the menu keys (back/home/
> search etc.) is going on and off in sync to some of these stutters.
> Why is this happening?  I have orientation changes turned off and I
> don't think I understand what is going on with this backlight or why
> this would be related to the stutters.
>
> I have bumped my game up to MAX_PRIORITY and it seemed to help some,
> but did not get rid of this issue entirely.
>
> Can anyone help here or offer any suggestions on what could
> potentially be going wrong or with suggestions on how to debug this
> problem?
>
> Thanks,
> Charlie

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