20ms is fine. The sleep for 20ms is not in the rendering-thread. The
sleep for 20ms is in the UI thread receiving touch and trackball
events.

But, of course, if your user-input needs to be updated more than 50
times a second, then 20ms is too long.

On Jun 12, 4:09 am, MrSnowflake <[email protected]> wrote:
> 20 ms would be 4ms too long for 60fps :). 16ms would be better, that's
> the time the device has to perform the rendering for a target of
> 60fps.
>
> On Jun 10, 7:20 pm, Streets Of Boston <[email protected]> wrote:
>
>
>
> > I actually do use the Thread.sleep as a hack (i don't like it, but it
> > works...)
> > It just sleeps for just 20 milli seconds, though. It's enough for a
> > notable improvement in the frame-rate of the other thread (game-
> > thread) and not too big to miss input events.
> > I only do it on the ACTION_MOVE.
>
> > On Jun 10, 1:12 pm, MrChaz <[email protected]> wrote:
>
> > > I've run into an issue where performing a lot of touch events seem to
> > > block the move events from the trackball.
> > > Anyone else run into this issues?
> > > I can't use the Thread.sleep() fix because that will obviously stop
> > > all input, so I'm hoping someone has been able to throttle the touch
> > > command without effecting the move ones.- Hide quoted text -
>
> - Show quoted text -
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