I am curious..why do you need 60fps? 30fps is smooth motion to the human
eye. I've seen that posted a few times now and fail to understand why 60fps
is needed? Of course, I understand doing > 30fps would be nice, but if I
could yank more out of my game and sustain 30fps, I'd rather do that.

On Sat, Jan 30, 2010 at 8:58 PM, Federico Carnales
<[email protected]>wrote:

> Hi all,
>
> So I'm doing some simple 2D stuff with OpenGL on Android and found the
> performance to be very, very poor.
>
> To give you an example, I made an app with a full screen
> GLSurfaceView. I loaded a 512x1024 texture (containing a 480x854
> image), set up an orthogonal 2D matrix, and set it to draw a 480x854
> pixel quad with that texture, using vertex and texture arrays.
> Lighting, dither, blending, etc. is disabled.
>
> I would expect this to run at 60fps without problem, but that simple
> operation already drags the frame drawing time to 19ms/frame.
>
> If I add some more small textured quads around the screen, the drawing
> time goes up to 22/24ms. If I enable blending it balloons to 28/30ms.
>
> This is testing on a Motorola Milestone, running 2.0.1.
>
>
> Is this normal? Am I doing something wrong or is it just a common
> problem in Android?
>
> Any advice on how to attain 60fps drawing simple textured quads in 2D
> using OpenGL?
>
>
> Thanks in advance!
>
> Regards,
> Federico
>
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