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?

Android :: emulator performance - frame rate is really low


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 :: 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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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 :: How Does Emulator Performance Compare To Real Device Performance?

May 23, 2010

I'm looking into writing an Android game, tough I don't curerntly own an Android device. For those of you who own a device, how does the performance on the emulator relate to real device performance? I'm especially interested in graphics related tasks.This obviously depends on both the machine running the emulator, and the specific device in question, but I'm talking rough numbers here.This question is a duplicate, but since that post is heavily outdated, I figured it's irrelevant by now.

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Android :: How To Improve Performance Of Emulator

Jul 29, 2010

I'm getting started with Android development, but the emulator performance on my machine leaves much to be desired. In all fairness, my machine is not a powerhouse by any stretch of the imagination.

Short of upgrading my hardware or spending $$$, are there any good tips for improving Android emulator performance?

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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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Android :: Performance Of App On Phone Emulator Vs Actual Device?

Nov 24, 2010

I am working on a compute intensive app for Android. I do not have any device yet to test performance. However, the performance on emulator is a bit slower than expected. I see an old question about some estimation of emulator vs device. What are your experiences while developing apps with recent SDK Froyo/2.2. Is performance observed on emulator is slower than actual device. Please share your experience and the specs of your dev machine and mobile devices, both.

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Android :: Emulator Performance - Apps Running Slow?

Sep 29, 2010

A while back I mentioned that running the imported p2p codebase I have on the emulator (on a fairly powerful laptop with plenty of mem and a fast processor) was pretty slow. I blamed all that on the codebase and in fact I was able to profile it and make it much lighter. Well still the overall app performance is slow --- and I am finding that most apps I run on the emulator are fairly slow. Is this a common trend? I do expect emulators, who are by no means a real device, to have such processing delays but are they in general this slow? Any metrics or any other feedback from anyone that depict the factor of slowdowns you would expect on an emulator vs the real device? I know a lot of this are machine dependent as well but consider an idle powerful machine. And regarding memory - I am loading Eclipse with close to 1G to be able to run the emulator and its basic services - is that normal?

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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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Motorola CLIQ : Moto Update New - Improved Performance - Battery Life - Software Performance And Stability

Feb 20, 2010

Motorola CLIQ Over-the-Air Update
[Retail Partner Sales - T-Mobile Employees and Authorized Dealers]

February 19 Update
The over-the-air update for the Motorola CLIQ has been delayed to the week of February 22. An updated article will be available once a date has been determined.

On February 18, Motorola will begin sending over-the-air (OTA) software updates to Motorola CLIQ customers. The software update will improve device performance and resolve several known issues.
Improved Performance:
Improved battery life
Improved software performance and stability
Improved widget response
Decreased Force Close error messages
New Manage SIM Card application
Support of .WMA and .WAV media files
Removal of the imeem mobile application
Known Issues Resolved:
Accessories & Bluetooth
Error: 'Unable to pair' or 'Unable to connect to device'
Call functions
Can activate other functions while listening to visual voicemail
Call not ended by pressing the End key
Speakerphone turns on unexpectedly when answer incoming call
Plays ringtone or vibrates while on an active call
Unable to answer incoming call using �Slide to answer� feature
Accidentally opens Dialer or makes outbound while holding device
Device hardware (battery, keys, power, screen)
Battery indicator may not display accurate battery power
Call not eded by pressing the End key
Touch screen issues
Cannot answer incoming call using the Slide to answer feature
Incorrect keys registered using on-screen keyboard
Touch display appears to have �dead spots� that are unresponsive
Accidentally selects item when trying to flick through screens or menus
Messaging
Wrong message deleted
Phone may reset when turning Wi-Fi off in area with no Wi-Fi coverage
Customers can manually download the OTA on demand by going to Settings > About Phone > System Updates. Customers do not need to wait for a notification message to download.
Action Steps
Be aware of the fixes and enhancements included in the Motorola CLIQ update.
If customers are experiencing any Known Issue that will be resolved by the software update:
Do not file a handset exchange
Advise customers that the issue will be resolved by a software update on February 18.
Important Rebate Changes
[Retail Partner Sales - T-Mobile Employees and Authorized Dealers]
Customers eligible for rebates as part of new activations or upgrades must be advised they will receive their rebates in the form of a prepaid Visa card.
When customers take advantage of our new Early Upgrade or Early Upgrade Plus options, they are not eligible for upgrade rebate cards. These new upgrade options allow customers to take advantage of upgrades sooner and provide an instant discount, instead of having to wait for rebate cards.
To be eligible for an upgrade rebate card, customers must meet upgrade eligibility requirements.
Current, 1-year contracts: 11 or more active months since last discounted handset purchase.
Current, 2-year contracts: 22 or more active months since last discounted handset purchase.
Rebates on eligible purchases require contract extensions and a $9.99 or higher Data/Messaging feature.
Valid only on FlexPay plans with 1 or 2-year contracts.
Not valid for Even More Plus plans.
Active Months: The number of months in which the account has been in good standing and during which service has not been suspended.
Action Steps
Inform customers that Early Upgrade and Early Upgrade Plus are not eligible for upgrade rebate cards.
Advise customers eligible for rebates that they will receive their rebates in the form of a prepaid Visa card.
"With the purchase of your new handset, you can submit a rebate form to receive your rebate. The rebate will be in the form of a prepaid Visa card that can be used anywhere Visa is accepted. See the rebate form for additional details."
Trackball Replacement Program
[Retail Partner Sales - T-Mobile Employees and Authorized Dealers]
On February 24, T-Mobile will launch a Trackball Replacement program for BlackBerry Pearl 8100/8120 and BlackBerry Curve 8320 customers that are having trackball issues. This program will be available in T-Mobile retail stores only at this time.
Action Step
Refer customers to a T-Mobile retail store after February 24 for further assistance if they come in to your location looking to complete a trackball replacement.
First Connect for Dealers
[Retail Partner Sales]
First Connect for Dealers is an exciting class designed to help on-board and prepare Retail Partners to successfully sell T-Mobile products and services and provide differentiated customer experiences. This four hour class is conducted via the T-Mobile Live Virtual Classroom and covers the following:
Welcome to T-Mobile
Who is T-Mobile?
PCC
Differentiated Handsets
Differentiated Rate Plans
Service Excellence / Selling Skills
Tools and Resources
Customer On-Boarding
The attached flyer contains dates and times for these calls as well as registration details. ADRs should educate their locations about these calls and encourage them to attend.
To successfully be able to attend the training sessions, Retail Partners should have the following:
Computers with high speed Internet connections
The ability to play and hear video segments on the computer using speakers or headset
The use of a fully charged mobile phone to hear the audio portion of the conference call
Printer access to print Participant Workbook.
Action Steps
Share the attached flyer with your locations and encourage them to attend one of the scheduled calls.

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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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Android :: Media Server Service Upped Bit - Rate Over 3G?

Oct 17, 2010

Downloaded this update a few days ago and have yet to run into a song that sounds horrible as it did initially (even some in version 1.5 were a little off). I also noticed I'm receiving more data according to the Media Server Service. Think they upped the bit-rate over 3g? This is strictly speaking of audio streamed over 3g. I cant find a change log for Pandora....Anyone else have any thoughts on the new version? BTW I am a subscriber to Pandora One and use this in the car during my commute through the AUX IN in my stereo.

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General :: How To See Frame FPS On Android

Oct 9, 2012

How I can see frame "fps" on my android device?

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Android :: Change Playback Rate Of Track In Real Time

May 1, 2010

I would like to know if somebody knows a library to changing the playback rate of a track in real time. My idea is to load a track and change its playback rate to half or double. Firstly, I tried with MusicPlayer but is was not possible at all and then I tried with SoundPool. The problem is that with SoundPool I cant change the rate once the track is loaded. Here is the code I am using (proof of concept): Code...

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