Thank you very much for this reply, your advice about not using a high
quality png seemed to make all of the difference... My problem wasn't
with the png really but was more the way that I was working with the
png

I was loading the png into a bitmap, and then resizing that bitmap as
needed for the background, BUT I was going about it all wrong....

Old Attempt
m_backgroundBmp = Bitmap.createBitmap(backgroundWidth,
backgroundHeight, Bitmap.Config.ARGB_8888);
m_backgroundPngDrawable.setBounds(backgroundRect);
Canvas c = new Canvas(backgroundBmp);
m_backgroundPngDrawable.draw(c);

New Attempt (from lunarlander)
m_backgroundBmp = BitmapFactory.decodeResource(context.getResources(),
R.drawable.background);
m_backgroundBmp = Bitmap.createScaledBitmap(m_backgroundBmp ,
backgroundWidth, backgroundHeight, true);

I didn't change any of my actual drawing code, just this bitmap
loading/sizing code, and I went from about 24 fps to 60 fps, I guess
that is teh difference between with with a 24 bit bitmap and a 32 bit
bitmap

I know I need to do some more profiling and work on my timestep code,
but this definitely helps a lot, thanks.

So in summary I am still not sure why I was seeing flickering when
using very small rectangles, probably just errors in my code and not
drawing the whole rectangle I guess.

I am using the lockCanvas(dirtyRect) on a large region of the screen
and am getting a nice performance increase over redrawing the whole
screen

Thanks again

---snctln


On Feb 26, 3:05 am, Stoyan Damov <stoyan.da...@gmail.com> wrote:
> 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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