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 ....

Android :: Increasing Frame Rate


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 :: 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:........................

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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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Nexus :: Increasing Trackball Notification Pulse Rate

Feb 16, 2010

I'm new here & was wondering if there was any way to make it so that the trackball blinks more often than it does when I have a notification? It really irritates me how slow the rate is. I have to stare at it for like 10 seconds to know if I have a new message or not in class!

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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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Android :: Increasing Priority Of Activity

May 14, 2010

Let me say this with an example. Lets say, my activity A is being executed, meanwhile another activity B gets launched. By default, acivity B will come on top of activity A. My requirement is that I want to keep A on top. Only activities such as phone, lock screen and home screen can come on top of me not other activities unless my activity closes.

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Android :: Increasing Height Of Textview Dynamically?

Sep 13, 2010

I have a class which inflates linearlayout. The inflated xml contains a textview.

I want to change the height of that textview dynamically as per the content.

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Increasing API 11 To 13 Or More For Eclipse

Mar 21, 2012

I am now creating android application which need to run for API 13..Im using Eclipse version 3.6.2.. the problem is, my Eclipse only has max API 11..I want to increase it to API 13..

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HTC Desire :: Increasing Number Of Multiple Exchange Accounts In Android Devices?

Sep 19, 2010

Is there any plan to increase the number of Exchange type accounts on HTC Android devices. Maybe in the new Sense Updates? Why did HTC not implement the code included in the stock Androind mail app (since at least 2.1), or at lease leave it alone! Since Hotmail has improved it's service to offer an Exchange style connection option there is a real day to day need to have at least two Exchange accounts on one device. I have been using the stock 2.2 android email client for some time and although it feeds into the unified calender app it does not feed into the Sense contacts ribon etc., I also goes high CPU at times (file conflict?) so is not a suitable workaround. And no I do not wish to use a third party app such as countdown, I like that with HTC's Sense system all things feed into a common thread - third party apps I have found have their own databases for email & calender etc. which I do not want.

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Android :: Active Installs Dropping But Total Downloads Increasing Steadily

Aug 26, 2010

I'm getting a little concerned about the issue. I know for a fact that my application is doing very well from analytic.But the active installs are dropping daily by a lot! While my total downloads are growing steadily as they always have! I'm worried cause I know that active installs affect an applications popularity and mine is going to be dumped all the way to the bottom if this continues.So what's causing this issue? Two theories: 1. I recently allowed to install to SD card. 2. Android Market is broken? Anyone seeing this issues? -Moto

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Android :: Create Animation List View From Top To Bottom With Increasing Height

Oct 25, 2010

Anyone has idea how to create animation from top to bottom for List View with increasing the height of each list item view ?

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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

Instant heart rate - Android app on AppBrain.Here is a cool heart rate monitor for android. Its uses the camera and led flash to check your heart rate.

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Android :: Failure Rate On 32GB MicroSD

Jul 27, 2010

Hey folks HumanMachine here with a little query for those of you who were lucky enough to have picked up a 32GB MicroSD for your phones.I had, and lost mine, in the course of two days. Short story incoming. TLDR Below I was using my phone at work and decided to change my Live Wallpaper, I'd downloaded a few of them and was going through them just to see how they looked in motion. I remember specifically looking at the "Starfield" wallpaper. I then selected the "Battery - Couple the ship's energy source with phone's battery" To see what the option did. I backed out to apply the Wallpaper. And the Droid X locks. Weird I thought, maybe she's just lagged.Turned out a lot worse than that. She was just straight up frozen. Stuck on this unusable frozen starfield. I couldn't quite remember how to reboot the phone. or even if it were possible, Couldn't power her down, so I removed her battery, figured that would be enough to get her back to life.I was met with a message, once the phone loaded up. "SD Card blank or has unsupported filesystem" Not the first time I've seen this issue pop up on the android forums. I immediately popped the MicroSD card into my little USB dongle and attempted to access the MicroSD. Shows up in "My Computer" just fine. but when I tried to access it? "Please insert disc" et cetera et cetera.

I try to format. No dice, Computer won't even find the thing. Try my SD formatter, no dice.Stick the 16 GB card back into the phone, and we're sailing again. And here I am staring sadly at the card.I tried for about an hour more to breathe some life into it. I just couldn't get the computer or phone to read the card. Same error messages.TLDR For those of you who wanted to skip the story SD Card died. pathetically, didn't lose much but still. My question, do we have any idea what the failure rates are on these bad boys? I didn't mistreat or even do much with mine before this issue came up. Hopefully I just had a lemon. Unfortunately, the store I got mine at. Verizon store actually, didn't have any, nor do they know when they will get a shipment of them.I'm bummed. go figure. Time to play the waiting game.

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Android :: Variable Rate Audio Playback

Mar 14, 2010

I'm new to development on Android and thought maybe you could shed some light on my problem. I'm trying to code up a little object to take care of playing a list of songs at a constantly varying playback rate. I just spent a god chunk of time getting it going with SoundPool only to find out about the undocumented 1 mb file limit. Do you guys have any ideas? Should I be using AudioTrack? I was going to try that next. Any tips or code samples for doing this kind of thing? It's such a shame that neither JetPlayer nor MediaPlayer support rate changes.

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Android :: Varied Accelerometer Sample Rate

Jul 9, 2009

Has anyone been able to get the accelerometer on the G1 to sample consistently for long periods of time? We been doing some testing of the G1 accelerometer on Android, and wanted to see if others have gotten the same result.Our test uses a partial wake lock to keep the CPU alive.It stores the xyz values and time to local storage and then writes them to a file on the SD card once a second.The code below produces a csv file.The xyz values we're getting are within the expected range, but the sample rate of the accelerometer varies greatly.To determine that using the file produced, for each sample, we found the difference between the samples timestamp (taken from the SensorEvent) and the timestamp from the previous sample.The test results showed the time between samples ranging from 30 milliseconds up to 4.6 second spikes.We're interested to know if other people are seeing similar behavior from their phones.If you have the time and means.

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Android :: How To Increase Accelerometer Sampling Rate?

Nov 19, 2010

I am currently using Java API to get accelerometer values in 5Hz, which is below my requirements. I want to achieve at least 50Hz. Is there any way to increase the sampling rate of accelerometer?

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Android :: Pedometer / Heart Rate Monitor With Their Evo?

Aug 27, 2010

Is anybody using a pedometer app and/or heart rate monitor with their Evo? Looking for something to use while hiking. I found a bluetooth HR monitor from Zephyr but seeing mixed reviews. On the pedometer side I want something that doesn't require the use of GPS but can if needed. Trees/hard walls don't play nicely with GPS besides the additional battery drain.

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Android : Way To Check Charging Rate On Phone?

Jul 19, 2010

I want to install a USB charging port in my car similar to this. Before I disassemble the cig lighter adapter I have and put it inside the console, I want to make sure that it's one that can provide a full charge, not just a trickle. I'd read that the trick is to get one rated at 1000mA which I did, but I've also read that some charger with that rating still can't provide more than a trickle charge. Short of plugging in my phone to that charger and using it for a while to see how quickly it charges, is there any way to see if the phone is getting a trickle or full charge?

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Android :: Maximum Refresh Rate Of Widget

Oct 17, 2010

I know that the default is 30 minutes, however I am looking at making a game in a widget.This would require millisecond responses.... has anyone messed with the AlarmClock Timing that is described to use instead to achieve this? does it work well?I haven't finished the Software Arc for the project yet because I see a lot of complaints about this on the net, so need to know if this is feasable before I go for the adventure... but the game would consist of a large widget size of one screen... many areas to click on and interact with and multiple textured animations

Looks like I can draw to a canvas and then pop it up to the bitmap to do this... but that still confuses me a bit.but I am struggling with the concepts of this code having an ID for the canvas and how to use that so I have not been able to test this code(I am a experienced c/c++/c#/dx/opengl coder first time with android and java)

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HTC Desire :: Increasing Speaker Volume?

Oct 28, 2010

I use my Desire in the car quite a bit, and as I don't have a bluetooth hands free kit, my old one got smashed in the boot when I dropped a big tool box on it. Dumb ass, I'm using the inbuilt speaker on the phone. While for the most part, this is fine, I would like to increase the volume slightly. Obviously not enough to blow the speaker. I know there's an app/mod for the headphones volume, but what about the speakers volume? Anyway of increasing that?

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