I just tried the thread priority hacks but they didn't seem to offer any kind of big improvement. Any other ideas?
On Dec 31 2009, 12:27 am, Robert Green <[email protected]> wrote: > 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 thensleepfor 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 thesleep, of course), drops > > > > my game from 30FPS to 20FPS. It's really bad. I bound some keyboard > > > > keys to the movement to replace thetouchcontrols 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, 50mssleepbefore returning > > > > Activity.dispatchTouchEvent with a 16,20,32 and 50mssleep > > > > Commented out all code except thesleepto test - problem is still > > > > there, so it's not my hander. > > > > > What else can I do? -- 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

