On Thu, Feb 26, 2009 at 5:53 AM, snctln <catlin.s...@gmail.com> wrote:
>
> Stoyan,
>
> I appreciate the reply (especially because I believe we have competing
> games up on the paid market).

np :) It's not that I'm sharing a trade secret here.

>
> I will go back and look at my code again, I am probably doing it
> wrong...
>
> currently I have 4 approaches to updating the screen
>
> Approach #1 - (Original Approach) Update the whole surface, this works
> ok (30 fps) when I just have a solid color background , but once I add
> in a complex bitmap to the background the performance falls to about
> 18-20 fps

Are you doing too many updates (as opposed to drawings)? 30 fps
doesn't look right.
With < 50 blocks and music (not sfx) turned off I'd get ~60 fps. Now
here's a trade secret ;) -- careful with the background, I wouldn't
use a high quality .png.
You need to time the time you spend in updates and the time in drawing
- if it's something like ~70 (drawing) / ~30 (updates) you'll probably
get high fps.

>
> Approach #2 - Specify A large dirty rect that encompasses all possible
> areas of update (things that can change multiple times a second), this
> yields great results for solid color background (60 fps), but still
> only gives me 24fps or so for a complex bitmap background

This is the approach I use although a bit modified because of the
specifics of my game - I have 2 dirty rectangles which I switch every
now and then - one is bigger than the other and encompasses it.

>
> Approach #3 - Draw the current screen state to a bitmap member
> variable, and make multiple calls to lockCanvas(DirtyRect) and specify
> only the areas that have changed and then do a drawBitmap and copy the
> regions from the screen bitmap member variable to the canvas, this
> approach seems to be the worst as it has the most flicker and
> artifacts

I wouldn't do that. How many fps have you squeezed using this approach
(if you do use it)?

>
> Approach #4 - Draw to a bitmap like in approach #3, but rather than
> doing multiple lockCanvas calls, just add all of the rectangles
> together to get one large rectangle that encompasses all of the areas
> that need to be updated and call lock canvas on that then draw to that
> area from the bitmap, this seems to work better the #3 but stil leaves
> artifacts....

Haven't tried that either.

>
> Did you take any of these approaches?
>
> I probably have holes in my code and will be going over it all
> tonight.

You need to profile your game - basically my advice to anyone doing
optimizations is to think instead of looking at profiling tools
output, but every once in a while (including a case w/ my game on
Android) you can see stuff in the profile output which you couldn't
have possibly expected.

>
> thanks again for the reply

You're welcome

>
> ---snctln
>
>
> On Feb 25, 7:34 pm, Stoyan Damov <stoyan.da...@gmail.com> wrote:
>> I can't give you a solution - there's no problem. The bug was, I said
>> in the post link you pasted, in my code - I was not drawing what I had
>> to. Basically, if you follow the single rule (draw all pixels on the
>> invalidated rectangle) you'll be fine.
>>
>> Just sprinkle a few log statements to see what your'e supposed to draw
>> and where are you drawing it and you'll see your mistake.
>>
>> Cheers
>>
>> On Wed, Feb 25, 2009 at 10:45 PM, snctln <catlin.s...@gmail.com> wrote:
>>
>> > So I am trying to do all I can to increase the FPS on one my games.
>>
>> > When trying to draw a bitmap to the background of a canvas, and then
>> > call unlockAndPost() on that canvas the fps rate goes down about 30%
>> > So I am trying to work with thelockCanvas(dirtyRect) function, but it
>> > doesn't seem to behave the way I would think it should.
>>
>> > It seems as though this function works, but it is just about useless
>> > because of the double buffer nature of the surfaceHolder, ie i can
>> > redraw an area on one buffer, but because it only invalidates one of
>> > the buffers some artifacts are seen when the next buffer draws.
>>
>> > Here are the posts describing the double buffer nature of
>> > surfaceHolder, but they don't seem to answer my question
>> > -
>> >http://groups.google.com/group/android-developers/browse_thread/threa...
>> > -
>> >http://groups.google.com/group/android-developers/browse_thread/threa...
>>
>> > and this posts mentions the exact same problem I am having but doesn't
>> > have a solution posted
>> > -
>> >http://groups.google.com/group/android-developers/browse_thread/threa...
>>
>> > So my question is, what am I doing wrong?  Is there a reason why
>> > calling unlock and Post on a canvas that has a bitmap drawn on 70% of
>> > the background get drawn slower than a canvas that just wipes the
>> > screen clear with a call to drawColor(color)?  What is the proper way
>> > to call locakCanvas(dirtyRect) so that both buffers are updated?
>>
>> > thanks for any answers, suggestions, or pointers
>>
>> > ---snctln
>> >www.snctln.com
> >
>

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