Thanks for the input guys.

Lance, good point about users using the controls in unexpected ways.
This actually happened to me for my first release, but I have since
resolved those issues and users are quite happy with the current
control scheme. In addition, I have already implemented the Sleep() in
dispatchTouchEvent() trick for preventing the flood of touch input
events.

>From what you guys have said so far, it really does seem like the main
problem is the GC randomly executing from other processes. This seems
to be a big issue for real-time games on the platform. I actually
noticed that most of the top paid games on the Android market aren't
real-time games... I guess this is due to lag issues dragging down the
ratings.

The way I see it, there are several possible solutions in the future:

1) Improved virtual machine with less intrusive GC (concurrent/
incremental).

2) Add in a "game mode" along the lines of what Robert suggested
above.

In any case, having the GC "stop the world" at random points in time
is really a blocker right now for real-time games. Google, do you have
any plans to address this in future Android releases?

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