That's still better than what i'd have excepted. Do you draw 4-5 full
screen quads with alpha blending? Are they textured? Gotta try that
myself sometime. 40fps wouldn't be that bad.

On 14 Apr., 11:36, Vladimir <[email protected]> wrote:
> You are right, being an OpenGL noob I only timed GL commands, the
> actual fps is around 40
>
> On Apr 14, 1:24 am, Mario Zechner <[email protected]> wrote:
>
> > Hm, seems my post got swalled by the flying spagetthi monster. Here we
> > go again.
>
> > I wonder how you measure the time. Do you measure you frames like
> > this?
>
> > ...
> > long startTime = System.nanoTime();
> > int frames = 0;
>
> > public void onDrawFrame( )
> > {
> >    ... draw stuff ...
> >    if( System.nanoTime() - startTime > 1000000000 )
> >    {
> >       Log.d( "My App", "fps:  " + frames )
> >       frames = 0;
> >       startTime = System.nanoTime();
> >    }
>
> > }
>
> > This gives you the frames rendered each second and takes into account
> > eglSwapBuffers execution time which tells the GPU to actually draw
> > stuff (if the GPU buffers haven't been filled up to that point). I
> > highly doubt the 100-120fps on the Droid. The maximum amount of fps
> > achievable on any Android device so far is 60fps due to vertical
> > synch. Additionally you have the actual drawing executed in
> > eglSwapBuffers for the most part unless your scene is extremely big
> > and fills up the command buffer, which is not the case with a puny 4-5
> > fullscreen quads. I'd expect something like 30-33fps for your scenario
> > as that poor little thing is heavily fill-rate bound and blending only
> > makes it worse. I'd love to know how you timed your code.
> > 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?

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