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 - --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

