I am overthinking this.

A group that is visible but layered under another object would do it. 

1. Turn on accelerated rendering
2. Scroll the group programmatically from top to bottom as many times as 
possible in a quarter second.
3. Adjust the div size based on the number of times it can do the scroll.

I would just need to experiment to determine how the repeat rate relates  to 
app performance.

Sent from my iPhone

> On Aug 3, 2017, at 5:07 PM, jonathandly...@gmail.com wrote:
> 
> It looks like we need to use a combination of requestAnimationFrame and 
> performance.now in JavaScript to test the GPU.
> 
> I would rather test the GPU in LC, but I don't know how to do that without 
> having a visible animation on the screen.
> 
> Sent from my iPhone
> 
>> On Aug 3, 2017, at 9:05 AM, jonathandly...@gmail.com wrote:
>> 
>> Thanks Roger,
>> 
>> In this case, the issue is more with the map presented in a browser widget, 
>> which is less about LC and more about the embedded chrome framework.
>> 
>> I think that my device is not really a high-end android machine, either.
>> 
>> It looks like max-texture-size might be a decent proxy for measuring GPU 
>> power.
>> 
>> 
>> Sent from my iPhone
>> 
>>> On Aug 3, 2017, at 8:36 AM, Roger Eller via use-livecode 
>>> <use-livecode@lists.runrev.com> wrote:
>>> 
>>> I would be more inclined to not say in general "...that Android runs
>>> slower...", but rather "Android runs LiveCode apps slower."
>>> 
>>> There are plenty of Android apps in the Play store that handle large
>>> graphics VERY well on Android.  It may or may not be just how LiveCode
>>> rolls, as an improved experience can be achieved by handling images better
>>> in your code. Breaking them up into grid pieces, and only displaying the
>>> portion that is within the current view is one way.  You can also reduce
>>> the size of PNG files using specialized utilities like TinyPNG.
>>> 
>>> ~Roger
>>> 
>>> On Thu, Aug 3, 2017 at 3:20 AM, J. Landman Gay via use-livecode <
>>> use-livecode@lists.runrev.com> wrote:
>>> 
>>>> Android devices come with a variety of different specifications. The high
>>>> end models will be more capable than low end ones. Depending on
>>>> manufacturer and model, the graphics card will vary in capability and
>>>> available RAM. Screen resolution also makes a difference. I'm using older
>>>> test devices because I figure if it works there it will work on most
>>>> others. But my Samsung S4 runs more slowly than my S5 and they were
>>>> released only a year apart. And my Nexus tablet, which is older than both
>>>> Samsung phones, runs as well or better than either of those, probably
>>>> because it has a lower screen resolution. I'm not sure there's a standard
>>>> you can rely on.
>>>> 
>>>> I guess in general you could say that Android runs slower, but it's
>>>> probably because there are so many low cost phones with subsequently less
>>>> processing power. When you get into the higher range phones they can be
>>>> quite acceptable. The same app that lagged on my Samsung ran fine on
>>>> someone else's Pixel.
>>>> 
>>>> --
>>>> Jacqueline Landman Gay         |     jac...@hyperactivesw.com
>>>> HyperActive Software           |     http://www.hyperactivesw.com
>>>> 
>>>> 
>>>> 
>>>> 
>>>> On August 2, 2017 6:14:06 PM Jonathan Lynch via use-livecode <
>>>> use-livecode@lists.runrev.com> wrote:
>>>> 
>>>> Hello everyone,
>>>>> 
>>>>> I just put my app on a galaxy tab E as a test.
>>>>> 
>>>>> It is painfully slow, but not just in the LC portion of the app. The map,
>>>>> delivered through a browser widget, is also slow.
>>>>> 
>>>>> So, I used the regular browser (chrome) at the webglearth website. That
>>>>> was slow too, although not as bad. I think the main difference was that 
>>>>> the
>>>>> map div at their website is small, so it takes less processing power.
>>>>> 
>>>>> I had thought I selected a midlevel Android device that can handle
>>>>> moderate amounts of computation.
>>>>> 
>>>>> In y'alls' experience, are android devices just slow? Do they have
>>>>> inferior graphics processors? If you make computationally heavy apps for
>>>>> Android, do you just warn users that the app will only work on some 
>>>>> devices?
>>>>> 
>>>>> I want this to work on as many devices as possible, but 3D maps require
>>>>> lots of processing.
>>>>> 
>>>>> Thanks,
>>>>> 
>>>>> J
>>>>> 
>>>>> Sent from my iPhone
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>>>> 
>>>> 
>>>> 
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