Just wanted to say thanks for the topic. On Feb 24, 9:21 am, Tom Cowan <[email protected]> wrote: > I'm sure anybody who's used openGL will of come across a situation > where the animation or movement isn't smooth so here are some tips in > the hope of people posting some more. > > 1. Make sure you animate/move using a timer to maintain a constant > rate of movement regardless of processing speed. So, > > x = now > draw 1st frame > y = now > movementFactor = y - x; > draw 2nd frame > repeat > > That sorts some problems. > > 2. Stop the GC firing. If you're getting the gc firing message in the > logcat whilst movement or animation is taking place your likely to be > allocating ram. You can check this in ddms, goto the allocation > tracker, hit start tracking then get allocation and you'll see what > methods have been allocating ram. > > 3. Stop allocations even if the GC isn't firing! This helped me a > bundle, I was allocating a lot of Strings and once I sorted this out I > found the frame rate to fluctuate less. > 4. Put the phone in airplane mode when doing performance testing and > kill all tasks prior to running your app. > > 5. (Not tried this one yet) Apparently you're eye is very good at > seeing jerks in animations.movement so it's actually better to reduce > your frame rate artificially as explained by Mario Zechner below, > > "Average your delta times, it's the only way you can smooth > things out. I use a window of 5 frames per second for which i sum up > the delta times and divide by the number of frames. > > An example, > 15ms, 15ms, 33ms, 15ms, 15ms will give you an average delta time of > 18.6ms for frame 6. The 33ms will also influence the delta time of the > next 4 frames after it. To avoid that effect you could use weighted > averaging: frame delta times that are newer receive a higher weight > (just an example, haven't boughtered using it)" > > Does anyone have any other ideas concerning this topic?
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