Cool, I'll give it a shot.  I was thinking about bumping up my
rendering thread.  I'll report the results I get.

On Dec 30, 10:49 pm, "Dmitry.Skiba" <[email protected]> wrote:
> I can suggest something weird - to boost priority for the time of
> rendering.
> See how I did that in 
> ToF:http://code.google.com/p/tapsoffire/source/browse/trunk/src/org/tof/u...
> (onBeforeRender/onAfterRender)
>
> Dmitry
>
> On 31 дек, 05:39, Robert Green <[email protected]> wrote:
>
> > I hate to bump it just to bump it but I'm really in need of some good
> > suggestions here.
>
> > Thanks to anyone who can offer anything new to try.
>
> > On Dec 29, 3:13 pm, Robert Green <[email protected]> wrote:
>
> > > Hey guys,
>
> > > I'm really in a bind here.  I've got this new game engine that's
> > > almost done but the input system is killing me.  I have a virtual
> > > analog stick on the screen and it works great, especially on Android
> > > 2.0 (Droid) but on any 1.5/1.6 device, the touching is causing my game
> > > to crawl.
>
> > > I know all of the standard stuff - I pipe my input events into a queue
> > > for my main game thread and then sleep for 16ms which should ensure
> > > that no more than 60 motion events are dispatched per second.  That
> > > works fine but even so, just touching the screen, even with my event
> > > handling code commented out (except for the sleep, of course), drops
> > > my game from 30FPS to 20FPS.  It's really bad.  I bound some keyboard
> > > keys to the movement to replace the touch controls for testing and the
> > > game maintained a great framerate.  That won't work because most
> > > phones now only have touchscreens so I really need to figure this one
> > > out.
>
> > > "Wait for Android 2.0" is not a great answer, either.
>
> > > So far I've tried;
>
> > > Activity.onTouchEvent with a 16, 20, 32, 50ms sleep before returning
> > > Activity.dispatchTouchEvent with a 16,20,32 and 50ms sleep
> > > Commented out all code except the sleep to test - problem is still
> > > there, so it's not my hander.
>
> > > What else can I do?

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