A couple comments --

You can profile any process with the "adb shell am" command.  Run the
command without arguments to get its help text.

There is nothing about live wallpapers that intrinsically limits their
speed.  They get their own surface that they draw directly into like any
other window, and are not artificially limited in frame rate.  There is of
course some other stuff happening -- more compositing because another
application is on top, so if you are being limited by the fill rate of the
GPU then that could have an impact (though on the other hand on some devices
compositing is done with the 2d blitter instead of OpenGL so it wouldn't
matter).

On Sat, Oct 16, 2010 at 1:41 AM, mr.winky <mr0wi...@gmail.com> wrote:

> No, I've just got it logging the frame time. When running
> GLSurfaceView my frame period is 16ms, and 33ms when using the code
> under live wallpaper (both my version and Robert Green's version). The
> update code is SIMD (neon) and takes 4ms to run. When running in an
> application instead of live wallpaper I hit 50-60 fps pretty
> consistent, and when running in live wallpaper (same code) about 25-30
> fps. I have done this with a simple clear and still see the same
> thing, I feel like I'm only getting in to update every other frame
> when under live wallpaper.
>
> On Oct 15, 6:28 pm, Adam Hammer <adamhamm...@gmail.com> wrote:
> > I should also say, my LWP breaks 30fps with opengl with that code.
> >
> > I got a report in my comments that it holds at 40fps on some phones. I
> > only get about 31 with the fps counter enabled, but GC because of
> > stringbuilder to show the FPS string slows things from about 40 down
> > to 30 when you actually show the counter.
> >
> > If you have GC going on, you might have a similar problem, maybe GC is
> > what is causing your frame limit.
> >
> > Adam
> >
> > On Oct 15, 8:15 am, "mr.winky" <mr0wi...@gmail.com> wrote:
> >
> >
> >
> > > Yes, I have verified with an opengl app under GLSurfaceView that I can
> > > get 60 fps. I havent been able to successfully adapt, beyond what
> > > Robert Green has posted, the GLSurfaceView to work for live wallpaper
> > > without the 30fps barrier.
> >
> > > Is there someone out there that has solved this?
> >
> > > On Oct 15, 6:54 am, Lance Nanek <lna...@gmail.com> wrote:
> >
> > > > Did you lookup the usual refresh rate, which is indeed 60FPS, or did
> > > > you check the specific number for your phone? I know from my own
> > > > testing that the HTC Evo 4G cannot go above 30FPS in OpenGL, for
> > > > example. Chris Pruett mentioned one of the XPeria devices doing
> > > > similar, running at 30FPS, even when he draws a scene with nothing in
> > > > it (
> http://code.google.com/events/io/2010/sessions/writing-real-time-game...
> > > > ). I'm just pointing out that you may actually have one of these
> rarer
> > > > crippled phone models rather than a software issue.
> >
> > > > On Oct 13, 1:56 am, "mr.winky" <mr0wi...@gmail.com> wrote:
> >
> > > > > I've been using theGLWallpaperServiceas posted by Robert Green
> > > > > (http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live-
> > > > > wallpapers), which has worked so far for the live wallpapers but
> I'm
> > > > > hitting a wall when it comes to performance. The GL code is
> executing
> > > > > at the expected speed when swapping (about 14ms after the swap
> > > > > occurs), but there seems to be an extreme overhead with the
> wallpaper
> > > > > code of 33ms.
> >
> > > > > For example, if I was to implement a basic live wallpaper that only
> > > > > called gl.glClearColor and nothing else, the maximum framerate I
> can
> > > > > achieve is 30fps (33ms), which is far lower than it should be. Now
> the
> > > > > phone refresh rate is 16ms, from what I have read, so I could
> > > > > understand hitting a wall at 60 fps.
> >
> > > > > The question is if there is an alternative way out there? I tried
> > > > > naively using the GLSurfaceView with no luck and am looking for
> > > > > suggestions from those who may have encountered this issue or know
> of
> > > > > a solution. I have been googling but all posts send me back to the
> > > > > above site from Robert Green as the "only" way to do this, and I
> have
> > > > > had no luck finding a live wallpaper "sample" from the SDK that
> uses
> > > > > OpenGL while they state that you have access to OpenGL from here:
> >
> > > > >
> http://developer.android.com/resources/articles/live-wallpapers.html
> >
> > > > > I tried searching for the code for the bundled live wallpapers with
> no
> > > > > luck, if anyone could throw me a link to one of the wallpapers that
> > > > > uses OpenGL that would more than enough for me to figure it out (if
> a
> > > > > different method is used ;)).- Hide quoted text -
> >
> > > > - Show quoted text -- Hide quoted text -
> >
> > - Show quoted text -
>
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-- 
Dianne Hackborn
Android framework engineer
hack...@android.com

Note: please don't send private questions to me, as I don't have time to
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