I kind of doubt the performance figures you give. 4 to 5 full screen alpha blended layers on the droid will give you around 30 to 35 fps. I assume you only measure the time it takes to execute your OpenGL commands. The real deal is measuring the delta time between the last and the current frame. Actual drawing is mostly performed on eglSwapBuffers which is executed after the Renderer.drawFrame() method is executed.
On 13 Apr., 23:41, Vladimir <[email protected]> wrote: > >>Rokon got 60fps and my app just 55fps in average. > > I tried drawTexfOES for backgrounds in Rokon and got 200+ fps with 4 > or 5 alpha-blended layers on Droid, around 100-120 on G1. I also used > it in a 3D game I wrote from scratch and there was a noticeable > performance boost compared to quads. > > >>Canvas faster than OpenGL way. Why? Did anybody test it on the other device? > > I can assure you that Canvas performance is terrible on both G1 and > Droid (since 2.1) I own, and most devices out there. > > On Apr 6, 8:12 am, lixin China <[email protected]> wrote: > > > I'm preparing code a game. > > So I need benchmark the OpenGL find a good way render my 2d stuffs. > > > And I found a project have done > > that.http://code.google.com/p/apps-for-android/ > > SpriteMethodTest > > > I only have nexus one. The following it's the test result from my > > phone. > > ======================================== > > test 1: 10 Sprites without animate > > Canvas: 142.85 fps > > OpenGL 1: 34.48 fps > > OpenGL 2: 33.33 fps > > OpenGL 3: 33.33 fps > > > test 2: 10 Sprites with animate > > Canvas: 90 fps > > OpenGL 1: 32 fps > > OpenGL 2: 33 fps > > OpenGL 3: 32 fps > > > ======================================== > > test 3: 100 Sprites without animate > > Canvas: 111 fps > > OpenGL 1: 43.47 fps > > OpenGL 2: 43.47 fps > > OpenGL 3: 41.66 fps > > test 4: 100 Sprites with animate > > Canvas: 62.5 fps > > OpenGL 1: 45 fps > > OpenGL 2: 43 fps > > OpenGL 3: 45 fps > > ======================================= > > test 5: 500 Sprites without animate > > Canvas: 27 fps > > OpenGL 1:20 fps > > OpenGL 2:23.8 fps > > OpenGL 3:23.8 fps > > test 6: 500 Sprites with animate > > Canvas: 25 fps > > OpenGL 1: 20 fps > > OpenGL 2: 23 fps > > OpenGL 3: 22 fps > > ======================================= > > test 7: 1000 Sprites without animate > > Canvas: 15.38 fps > > OpenGL 1: 10.5 fps > > OpenGL 2: 12.82 fps > > OpenGL 3: 14.7 fps > > test 8: 1000 Sprites with animate > > Canvas: 15.15 fps > > OpenGL 1: 10.3 fps > > OpenGL 2: 12.65 fps > > OpenGL 3: 14.28 fps > > > ================================== > > > The result observably show that the rendering performance on nexus > > one, Canvas faster than OpenGL way. > > Why? Did anybody test it on the other device? > > > And another question. > > I write a test application just render a background and a moving > > sprite with draw_texture extension. > > And use Rokon (which is a 2D game engine) do the same thing. > > And test device of course its my nexus one. > > > Rokon got 60fps and my app just 55fps in average. > > It was weird because I saw a video on Google I/O Session about how to > > write a real-time game(http://www.youtube.com/watch?v=U4Bk5rmIpic. > > Video shows that draw_texture have better performance that the usual > > way. > > Somebody knew the reason? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using "remove me" as the subject.

