Sorry to miss your performance question because I do not understand it. Are we 
talking about vector graphics here or do you just want to include video with 
your SVG app?
Im sure it can move a retangle around by drawing it 20 times in second but Im 
also sure that converting some Corel artwork to SVG and trying to open it on 
mobile device will hang the device. Can you be more specific what objects you 
want to animate?

On Fri Jul 23rd, 2010 2:54 PM EEST Raks A wrote:

>Is there a Ikivo player in Android ?
>So what is the frame rate I can expect in Android, will it be around 10
>frames/sec
>
>- Raks
>
>On Fri, Jul 23, 2010 at 5:18 PM, veiko herne <[email protected]> wrote:
>
>>
>>
>> Is it writing SVG player with SMIL support offering 20fps for Android too
>> ambitious? Even Ikivo one which goes directly to hardware isnt much good to
>> get 20fps for complex curves.
>>
>>
>> On Fri Jul 23rd, 2010 8:16 AM EEST Raks A wrote:
>>
>> >Hi,
>> >
>> >As Android does not have SVG support and I am supposed to write a player
>> for
>> >SVG SMIL animation I wanted to get a feedback on the approach to follow to
>> >get a decent frame rate like 20 frames/second.
>> >My area of concern is mainly around curves ( paths ) and their animations
>> >involving animateMotion and animateTransform
>> >
>> >1. One of the ways would be to convert the SVG into OpenGL commands but
>> not
>> >sure about drawing bezier curves with opengl if it is possible to do or
>> not
>> >
>> >2. Other way is to use the Graphics package and use the path functions to
>> >create path every 50ms ( to get 20f/s ) to get the animation effect on
>> path
>> > but not sure if it will be too slow
>> >
>> >If anyone has any experience in playing SVG SMIL animation in Android, can
>> >they please share the right approach
>> >
>> >- Rakesh
>> >
>> >
>> >[Non-text portions of this message have been removed]
>> >
>> >
>> >
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>>  
>>
>
>
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