How do you boost the priority? That sounds like something I should try
out.

On Jun 15, 2:23 pm, "[email protected]"
<[email protected]> wrote:
> Nellz,
>
> Yes, this is really hard to figure out, which is why I am posting
> here.  I am getting a consistent 40-50 FPS with my pretty complicated
> 3D app, but I get these wierd frames that take 100-200 msecs to run,
> and it is unexplained for me.
>
> NightWolf,
>
> I have instrumented my code to try to see which methods are taking up
> the time.  In fact, I have gone a lot finer than just seeing how long
> a render takes.  I am timestamping and recording max deltas in several
> spots in my movement code and I am timestamping and recording deltas
> for the render code.
>
> The delay appears randomly in all instrumented chunks of code, so it
> doesn't seem specific to any code.  It seems like "something else"
> other than my app.  Also, boosting my priority has helped but not
> fixed the problem.  The fact that it helps also seems to point to
> something else running.
>
> When the glitch happens between when I have calculated the movement
> and when I go to render the movement, then the game stutters.  When
> the glitch happens between renders but not in between move and render,
> then it is not so bad because the movement is accurately calculated
> for the time that expired and the render happens soon afterwards.

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