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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