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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en