I definitely have this problem on the Nexus One. My OpenGL performance test (using JNI/NDK pumped by java GLSurfaceView) is drawing 3 rotating Quads(8-8-8 texture) - all covering the whole screen - with blending. And I get very constant 60 FPS. As soon as I touch the screen: Frame rate drops to 43 FPS until i release the finger, than it gets back to 60 FPS.
I think the garbage collection is the remaining reason for the slow down on Android > 2.0. The problem is less visible in a more complex scene where the initial frame rate is around 35 FPS. Touching the screen in this case does not change the frame rate significantly. 2010/1/27 Robert Green <[email protected]> > @MrChaz > From my tests on 1.5 and 1.6, Thread.sleep() does not even come close > to adequately fixing the problem. I have tried ranges from 16-1000 > and touch'n'hold still causes my game to drop from 30FPS down to 15FPS > or lower on the G1. *The game suffers no such problems on the Droid > and Nexus One*. I've also taken out everything but the call to sleep > -- 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

