Android :: Fastest 2D Frame Rate Possible With NDK?

May 20, 2010

Fastest 2D frame rate possible with android NDK, my try included, better options available?

I used the NDK and OpenGL ES 2.0 to display a frame as a texture on a GL_TRIANGLE_STRIP. This was done on a HTC Desire, same hardware as Nexus One. I tried to load multiple GL_RGBA textures and switch between the textures, because the normal fill rate with a single texture was disappointingly low:

CODE:.........................

I think even 30.32 fps RGBA is still too slow.

So is this the way to go to achieve the fastest 2D frame rate (with same quality)?
Any suggestions to speed it up?

Here is the relevant code, it is based on the hello-gl2 NDK example:

CODE:........................

Android :: Fastest 2D frame rate possible with NDK?


Android :: App That Provides Playback Of Video At A Frame By Frame Rate?

Dec 18, 2009

I would prefer to not have to purchase a Flip Video Recorder to provide me the frame by frame playback needed (coaching girls softball) for instant instruction at practice. Is there an app that provides playback of video at a frame by frame rate?

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Android :: Increasing Frame Rate

Feb 15, 2010

Anyone knows how to increase the fps in android?? I am developing a 2D game using rokon engine but i am getting only 7-8 fps. How can i increase the frame rate, is there any method to set the fps ....

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Android :: Emulator Performance - Frame Rate Is Really Low

Aug 23, 2010

So I developed a small 3d game on Android 1.6 with JPCT, the free 3d game engine Android version. It seems the frame rate is really low on emulator(5 frames per second).... Did I miss something to speed up the emulator or it is normal, I should test the game with real device?

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HTC EVO 4G :: Has Frame Rate Cap Ever Been Broken Before?

Jun 27, 2010

I am a n00b to all things android. But I'm up to speed on rooting. What I am not up to speed on is the frame rate.I want to keep this phone so bad because I love it. But you know what the one thing the iPhone has over us? Smooth transitions and stuff. I know that has to do with fps.I figure if it has been done before it can be done again. Has fps ever been lifted before? Or are we spitting in one hand and wishing in another?

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Android :: HTC Specific Open GLES 1 Frame Rate / Can't Get It Right

Sep 14, 2010

I am trying to get a quite simple openGL ES 1 program run a smooth solid 60fps on a couple devices out there, and I get stuck on HTC desire. The phone itself is quick, snappy, powerful, and overall a breeze to use ; however, I can't seem to display anything fullscreen at 60fps with OpenGL. After getting stuck for a long time with my app, I decided to make a test app with code right out the sample code from the documentation.Here is what I am doing. Simple initialization code with GLSurfaceView. I have three versions of onDrawFrame, all dead simple. One is empty. One contains only glClear. One contains just enough state to only draw a fullscreen quad. Trace times before, and after. There is no view other than my GLSurfaceView in my program. I can't explain the times I get.In all cases, the onDrawFrame function itself always finishes under 2ms. But very often, onDrawFrame does not get called again before 30~40ms, dropping my frame rate all the way to 30fps or less. I get around 50fps with an empty onDrawFrame, 45 with glClear and 35 with a quad.
The same code runs at 60 fps on the HTC Magic, on the Samsung Galaxy S, on the Sharp ISO1. Sony Experia X10 caps at a solid 30fps because of its screen. I have been doing much more complicated scenes at a solid 60fps on the HTC Magic which is very underpowered compared to the Desire. I don't have a Nexus One in handy to test. Sure, I except buffer swapping to block for a couple milliseconds. But it just jumps over frames all the time.

Trying to find out what the phone is doing outside of the onDrawFrame handler, I tried to use Debug.startMethodTracing. There is no way I can get the trace to reflect the actual time the phone spends out of the loop. At the end of onDrawFrame, I use startMethodTracing then save the current time (SystemClock.uptimeMillis) in a variable. At the start of the next one I Log.e the time difference since the function last exited, and stopMethodTracing. This will get called over and over so I arrange for stopping once I get a trace for an iteration with a 40+ ms pause. The time scale on the resulting trace is under 2ms time, as if the system was spending 38ms outside of my program, I tried a lot of things. Enumerating EGL configs and try them all one after the other. Just to see if it changed anything, I switched to a render when dirty scheme requesting a redraw at each frame. To no avail. Whatever I do, the expected gap of 14~16ms to swap buffers will take 30+ms around half the time, and no matter what I do it seems like the device is waiting for two screen refreshes. ps on the device shows my application at around 10% cPU, and System_server at 35%. Of course I also tried the obvious, killing other processes, rebooting the device... I always get the same exact result.

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Android :: Opengl - Unable To Get Steady Frame Rate Due To GC

Jan 29, 2009

I've been playing with OpenGL but am unable to get a steady framerate due to GC. When rendering 100 tiles each frame (in ortho mode), the GC needs to recover ~22000 objects every 3 seconds or so. Each collection is taking around 110 ms. Of course this means quite a framerate dip.

... D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 114ms ...

The rendering loop I tested with is not making any objects and is very simple;

while (super.running) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); for(x = 0 ; x < 100; x++) { gl.glVertexPointer(2, GL10.GL_FIXED, 0, tileCoords[x]); gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, tileTexCoords[x]); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); } egl.eglSwapBuffers(dpy, surface);

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Android :: Frame Rate Drops In Landscape Mode

May 24, 2010

I am trying out the (latest) Android SDK, and noticed some strange behavior.I've written a skeletal SurfaceView app: Activity, SurfaceView and a rendering thread. It doesn't actually do any painting, and only writes out the framerate to logcat once a second. When it runs in portrait mode, I get around 60 fps. However, when I flip it to landscape the framerate drops to about 30 fps.

I have also tested it on the LunarLender sample, and got similiar results. All of the testing are done on the emulator, since I don't have a physical device.What's it all about? I can't seem to find any mentioning to this on Google, have anyone else experienced that? Is it just an emulator quirk or does it apply to physical hardware too?

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Android :: Application For Camera Use - Slow Frame Rate Video

Nov 24, 2010

I wanted to write an application that makes use of the camera taking extremely slow frame-rate video and uploading it. Right now I am reading over this:
http://itp.nyu.edu/~sve204/mobilemedia_spring10/androidCamera101.pdf

My question was in regards to the camera's use. The above article makes use of a canvas to preview the image, if one didn't want to preview the image before taking it could that be done? Is it necessary to use a preview of the camera image or can I just call takepicture to take the picture and catch the resulting callback to save it to a file?

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Sprint HTC Hero :: Need Best Settings For NES/SNES Emulators - Frame Rate?

Mar 12, 2010

Anybody know the best settings for the NES/SNES emulators-frame rate, etc to get rid of lag? The first time I used it it was lag free, now I'm getting a little jumpy frames and stuff....(i bought the full versions of both).

I have a sprint htc hero rooted w/ fresh 1.1 and gumbo + set CPU!

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General :: Change Frame Rate Of Application Or Game To Be Slower

Dec 6, 2012

Is there any way to change the frame rate of a application or game to be slower, some thing like freeze banana in fruit ninja.

I had some app in windows that did it with changing the clock slower for example one second in computer was 1.5 or 2 seconds long.

In android 4.0.x in developer optioons there is this thing for animations only.

GT-I9100

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Android :: Loading And Showing A Lot Of Images In ImageView - Frame By Frame Animation - Hangs In Certain Moments

Feb 18, 2010

I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.

The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.

I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).

And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.

All images are in .png format and their size vary from 15kB to 40kB.

I use the following code for the animation:

CODE:.....................

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Building A Frame By Frame Live Wallpaper

May 19, 2012

I'm trying to build a live wallpaper using frames. I can't find any good tutorials on how to even build a live wallpaper. When I run app from eclipse i get these errors.

[2012-05-19 22:26:32 - LiveWallpaper] No Launcher activity found!
[2012-05-19 22:26:32 - LiveWallpaper] The launch will only sync the application package on the device!

It does install to the emulator. It all seems to work. I go in to the live wallpaper menu, find my live wallpaper in there open it, it loads. but its not moving through the frames. It only shows the last frame. I set it as wallpaper. It also doesn't do anything. Also would like to center the images.

import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.service.wallpaper.WallpaperService;
import android.view.SurfaceHolder;
[code]...

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General :: Best And Fastest PDF Reader For Android?

Jul 15, 2012

I have tried them all, from EZ pdf reader to mantano and no one is working fine. I have an pdf file which is 48 pages and it takes more than 30 minutes for it to load complety. Isn't there any decent pdf readethat is decent and can render and open big pdf files fast?

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Android :: Draw Bitmap Fastest Mode

Dec 25, 2009

What 's the fastest way to display a bitmap? Now I am using Bitmap.setPixels and ImageView.setImageBitmap all time that this change. It has a refresh of 15 fps. It work good, but I am not sure that is the best method to get best performance. Is better use Canvas.drawBitmap with a SurfaceView ? or opengl ?

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Android :: Whats Fastest Way To Force Stop?

Aug 6, 2010

I've done a search but found nothing. It seems like when I have to force stop an application, it takes me 8-10 button presses to accomplish it (menu-settings-applications-manage applications-sort by size-sort az-find application-scroll down-force stop). It's just not easy. Especially if I'm driving or jogging. Is there a quick and simple way to force stop an application?

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Android :: Fastest And Most Reliable Location Provider

Mar 31, 2010

I am working on an app that fetches localized data from the Web based on the user's long/lat. Currently I am querying the system for the best enabled provider [my criteria defines best basically as most precise--not sure if this is the best idea for my application, as at the point where I fetch data it really doesn't matter if the user is here or 3 miles from here.].. But anyhow, I'm curious as to what is most reliably the fastest Location provider? Network or GPS? My app hangs a bit "Acquiring your location" on my loading screen and I'd like to cut this wait time down as much as possible.

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Android :: Fastest Way To Read Long[] From File?

Sep 29, 2010

I have a file that contains about 200,000 long values that I want to read as fast as possible into a long[]. It's for an Android app; function calls are slow (so anything involving reading a long at a time with a "for" loop will be super slow) and I need loading to be fast. What can I use? Everything I look at seems to read only bytes fast.

I've used ByteBuffer and FileChannel from the NIO package before and this seems a really fast way to load arrays of values from files. However, I cannot work out how to use this to read data into a long[]. I've tried wrapping a long[] as a LongBuffer, but I cannot see any way I can feed data from a file into a LongBuffer.

Edit: Whatever method I use, I need to be able to use Arrays.binarySearch on the long[] array at the end.

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Android :: Fastest Way To Display Loading Screen

Nov 14, 2010

hello, i have a gles based game that takes quite some time to load because of the huge amount of textures.

now i want to display a loading-text or loading-bar as soon as possible as the application is starting up.

what is the fastest way to display a text like this? should i do it in gles as well or should i use an alert or view?

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Android :: Fastest Path From Text To Desktop

Aug 5, 2010

There are several apps that a user create various files from an Android (textual documents, audio recordings, photos, links) and store them on a website where they can be accessed later from a desktop computer.

I am looking for a way to do the reverse.

I do a lot of data gathering from my desktop computer. I copy large amounts of text and links and paste them into either a .txt or .rtf file.

What would be a simple method to send a .txt or .rft file from my desktop directly to my SD card AND create a shortcut link for it either on my Android desktop or in system folder somewhere that I can have a desktop shortcut to?

I realize the solution might seem obvious, but while I am using my Android to view Google docs, or Evernote, or Snaptic it is not apparent to me how I can simply pull the document from the web and store it on my phone for quick access.

I have tons of .txt and .rtf files that I would like to permantly store on my SD card, so whatever quick method you know of will be uber helpful.

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Android :: Fastest Way To Scrape HTML Webpage ?

Jun 4, 2010

I need to extract information from an unstructured web page in Android. The information I want is embedded in a table that doesn't have an id.

CODE:.....................

Should I use. Pattern Matching? Use BufferedReader to extract the information? Or are there faster way to get that information?

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Android :: Fastest Way To Draw A Lot Of Points In OpenGL ES?

Dec 26, 2009

I'm making a game for android where I need to draw a lot of points that change position every frame. I use the ndk to get faster processing performance of the math/physics section of the game, so I need to use OpenGL to get the fastest performance. Right now, I make a texture every frame out of an array that holds the colors of every pixel. I am only able to get ~10 frames per second with this method. Is there anyway I could speed this up? ...

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Android :: Fastest Method To Read / Write SD Card?

Jul 18, 2010

There are a lot of different classes that can be used in various ways to read/write to files in Android. For example, you can make use of java.nio.ByteBuffer, FileOutputStream and BufferedOutputStream. Are there any general guidelines for what to use to read/write quickly to the SD card? For example, BufferedOutputStream seems as if it should make things faster but I'm unsure the buffer size should be set for. Specifically, I want to read/write byte arrays that are ~1Mb in size as quickly as I can.

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Android :: Fastest Method To Copy Contacts From One Eris To Another?

Jan 28, 2010

What is the fastest method to copy a lot of contacts from one Eris to another?

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HTC Eris :: Need Fastest Rom

Apr 26, 2010

Which one of the Roms is the fastest AND most stable.

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Android :: Fil-rate Workaround With FBOs?

Sep 12, 2010

create an FBO of resolution less than the full phone screen dimensions (user-selected quality vs speed option) do most of my scene rendering into that FBO * then the 'real' (full screen) render would either use the FBO as the starting background color buffer contents, or render it (probably orthographically) as a single quad. * then probably add UI/Text decoration on top of that, where the resolutions really benefits.And, is there some egl glue (I am a glSurfaceView kinda dood) that would automagically do something like this in the first place?Or am I being naive to think the GPU could do its work faster if it was rendering to a lower resolution target? And would the phone with the worst fill rate also be the phone that doesn't support FBOs in the first place?

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Android :: Instant Heart Rate

Aug 22, 2010

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Jun 21, 2010

I flashed my recovery image. not i am waiting for a custom 2.1 htc hero rom...i want it rum fast and have cool weather animations...can you guide me thorough a stable htc ROM which you liked.and please kindly help me to proceed flashing the new ROM.

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Sep 17, 2010

I'm going to flash my first Rom...what's the quickest/no lag bug free Rom?

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