+1 for Game Mode

As others have mentioned, background processes can invoke the GC. On
my development device, I used to have Taskiller installed for the
occasional Kill-All but I realized that it would regularly invoke the
GC about once a minute. I think the Taskiller widget was causing this
to happen, but it's ridiculous to think that a program I installed to
manage memory/lag was actually slowing my device down.

On Mar 13, 11:21 pm, Robert Green <rbgrn....@gmail.com> wrote:
> Markus,
>
> You'd be surprised by how much stuff people have running on their
> phones.  2.0/2.1 seem to be better at handling it with a game but in
> general, I think it's an issue of educating people to shut off sync
> and certain wasteful tasks while playing games.  I REALLY wish Android
> would add a game-mode as a core feature of the OS, which suspends all
> but essential functionality (maybe user selectable, such as take phone
> calls, get SMS and optional email, other services, etc).  Then a game
> declares itself as such in the manifest and the OS knows to give it
> better priority and stop other things from lagging it out.
>
> I find that when I shut off sync and kill most everything running, my
> games run smooth, but even on my nexus one if I fail to do all of
> that, I get lag.
>
> On Mar 13, 9:44 pm, markusn82 <markus...@gmail.com> wrote:
>
> > I developed and published a game about two months ago. Since then,
> > I've received several negative comments about input lag in the game.
> > Before releasing the game, I already took several measures to
> > hopefully prevent lag from occurring:
>
> > 1) Game is almost entirely written in native code
> > 2) After initialization, my process never invokes the GC during
> > gameplay (no GC executions from my process show up in the log)
> > 3) Average FPS is generally > 30 fps
> > 4) I tested the game on both a Motorola Milestone and an HTC Magic and
> > I don't experience any noticeable input lag (except perhaps when the
> > GC is executed by other processes)
>
> > My guess is that the lag that users are experiencing is a result of
> > the GC being invoked by another process. Has anyone been able to
> > address this issue? Specifically, have any game developers been able
> > to achieve a completely lag-free game and thus avoid negative ratings
> > that drag down your app?
>
> > The only other suspicious thing I've noticed is the following lines
> > showing up in my log any time a SoundPool clip is played:
>
> > D/AudioHardwareMot( 1054): AudioMgr:AudioStreamOutMot::standby called
> > D/AudioHardwareMot( 1054): AudioMgr:Output 0xb538 entering standby
> > D/AudioHardwareMot( 1054): AudioMgr:Closing stereo device
> > D/AudioHardwareMot( 1054): AudioMgr:Output 0xb538 exiting standby
>
> > Any ideas or suggestions?
>
> > Thanks
>
>

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