The issue was solved setting in Manifest.xml  supports-screens
anyDensity to false:

<supports-screens android:anyDensity="false"
android:normalScreens="true" android:largeScreens="true"
android:smallScreens="true" android:resizeable="true"></supports-
screens>

I don't need that feature since i adapt the size of my objects to the
screen myself.

Thank you Kostya for the helpful tip!

Marcus.

On Aug 3, 3:58 pm, mrqzzz <marcus.ob...@gmail.com> wrote:
> Thanks for the fast reply!
> That might be the issue... I'll test ASAP.
>
> thanks,
> Marcus.
>
> On Aug 3, 3:27 pm, Kostya Vasilyev <kmans...@gmail.com> wrote:
>
>
>
> > Did you declare support for varying screen sizes?
>
> >http://developer.android.com/guide/practices/screens_support.html
>
> > 03.08.2010 17:19, mrqzzz пишет:
>
> > > ...and if i don't specify any min SDK version, it runs smooth.
>
> > > I get average 30 fps vs. 12 fps.
>
> > > I am using Canvas to render and a JBox jar for physics.
>
> > > Tested and re-tested on a Motorola Milestone with Android 2.1 update
> > > 1.
> > > Using latest Eclipse ADT.
>
> > > Any tips?
>
> > > Thanks,
> > > Marcus.
>
> > --
> > Kostya Vasilev -- WiFi Manager + pretty widget 
> > --http://kmansoft.wordpress.com

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