Such things should be definitely tested on a device. We had such issue in the past. Even tried to make some optimizations. However switching to a real phone showed that we were moving in the wrong direction.
On Jun 10, 8:17 pm, satlan esh <[email protected]> wrote: > I am testing some OpenGL code on the emulator, and I've noticed some > frame rate issues. > > There is obviously a 60fps ceiling for portrait, and 30fps ceiling for > landscape, that's clear. However, frame rate in landscape mode seems > to be inherently lower by a factor of almost 1.5 or more. That is, if > I get 30fps in portrait, I'd get around 20fps in landscape. The > application runs full screen, so there's exactly the same screen real > estate. > > Is this just an emulator issue, or does real hardware behave alike? > > Since the application is full screen, I can get around most of this by > rotating the scene 90 degrees. Is this the recommended setup? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

