100 is a low estimate but it's around that point that the frame-rate
seems to get into the sub 30's.
I'm already doing pretty much everything you've mentioned except using
VBOs - most sprites are rendered via the draw_texture extension.
Unfortunately pretty much all the sprites have some transparency so
I'm using ARGB_8888 for the texture atlas's.

On Apr 6, 10:28 pm, Ralf Schneider <[email protected]> wrote:
> If your performance problem is only related to putting sprites on the
> screen, don't expect an improvement by witching to the NDK.
>
> I don't know how you are currently doint it, but these are some general
> remarks:
>
> Use OpenGL ES to draw the sprites.
> Limit your textures to 256x256. 512x512 seems to be slower on some devices.
> Use texture atlases for smaller sprites -> To avoid state changes in OpenGL
> Use VBOs
> Avoid textures with alpha channels on slower devices.
> Don't scale or rotate your sprites on slower devices. Slower devices often
> have a fast path for simple blitt operations. => Check if "point sprites"
> are available on the device. If yes, use them.
> Use 16 Bit (565) textures.
> Watch the video I have posted in the previous post. The speaker has some
> valuable tips for performance improvements.
>
> Anyway, 100 Sprites is not very much if you are already using OpenGL...
> So may be you are right and the only solution is to target high end devices
> for your next project.
>
> 2010/4/6 MrChaz <[email protected]>
>
>
>
> > I was hoping that someone had tried a little test app with a simple
> > scene.  I think I've pretty much reached the limits in terms of get
> > sprites on the screen at an acceptable frame rate (at least on G1 type
> > hardware).
> > It seems, at least for what I'm doing, the limit is about 100 sprites
> > but for my next project I'd like a bit more.
> > Maybe I'll just stop making games for 'old' hardware and concentrate
> > on the Droid and N1.  I can't say I like the idea of ignoring half the
> > market :(

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