@Kevin

Just like Mario, I can easily tell between 30 and 60fps, it makes a
world of difference to me. I'm only going to be drawing simple 2D
quads, no complex geometry, so 60 fps is very important to me.

Anyway, the question is not whether I need 60 fps or not, the question
is:  Is the PowerVR SGX in the Motorola Milestone not capable of
sustaining 60fps for such simple operations, or is it a software issue
(like Android's implementation of OpenGL, or something in the
SurfaceFlinger) ?


@Mario

Yeah, I read the entire thread but couldn't find any conclusions as to
why that was happening? Also, the thread seems mostly focused on the
framerate slowdown when the screen is touched. I'm seeing slowdown
just by drawing one textured quad on screen (though it gets even
slower if I touch the screen) :(




Thanks again,

Federico

On Jan 31, 3:55 am, Kevin Duffey <[email protected]> wrote:
> 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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