Were your results of 95% achieved while you were really pushing the
GPU? I've found that if I do absolutely nothing but sleep for 16ms
and return true, I STILL get massive slowdown. It has nothing to do
with my architecture. I'm pushing the GPU down to about 30FPS with a
6ms update and so it see
Hi,
Just off the top of my head...
* Research event propagation order and catch the event as early as possible
(view before activity?)
* Be sure to return true to stop propagation from your handler
* Look into other methods to catch the event stream besides the onTouchEvent
override
My experimen
I just tried the thread priority hacks but they didn't seem to offer
any kind of big improvement. Any other ideas?
On Dec 31 2009, 12:27 am, Robert Green wrote:
> Cool, I'll give it a shot. I was thinking about bumping up my
> rendering thread. I'll report the results I get.
>
> On Dec 30, 10:
Cool, I'll give it a shot. I was thinking about bumping up my
rendering thread. I'll report the results I get.
On Dec 30, 10:49 pm, "Dmitry.Skiba" wrote:
> I can suggest something weird - to boost priority for the time of
> rendering.
> See how I did that in
> ToF:http://code.google.com/p/taps
I can suggest something weird - to boost priority for the time of
rendering.
See how I did that in ToF:
http://code.google.com/p/tapsoffire/source/browse/trunk/src/org/tof/util/GameFPSTimer.java
(onBeforeRender/onAfterRender)
Dmitry
On 31 дек, 05:39, Robert Green wrote:
> I hate to bump it just
I hate to bump it just to bump it but I'm really in need of some good
suggestions here.
Thanks to anyone who can offer anything new to try.
On Dec 29, 3:13 pm, Robert Green wrote:
> Hey guys,
>
> I'm really in a bind here. I've got this new game engine that's
> almost done but the input system
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