+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 > > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en