Hi Dianne, thanks for the exhaustive response. Yes i am using a SurfaceView.
So far i realized that i get slow-downs only if i declare support for any density: <supports-screens android:anyDensity="true"> (<--slows) In my game i handle a fake 2D zoom effect with drawable.setBounds(...) And than painting on the canvas with: drawable.draw(canvas) So far, i find this configuration working smoothly: <supports-screens android:anyDensity="false" android:normalScreens="true" android:largeScreens="true" android:smallScreens="true" android:resizeable="true"> </supports-screens> Thank you, Marcus. On Aug 3, 6:30 pm, Dianne Hackborn <hack...@android.com> wrote: > Are you using a surface view? Most likely the reason for this is that when > in compatibility mode, the system tries to make everything look like anmdpi > screen. This with a surface view on non-mdpi screens it will give you a > surface that is correct size for mdpi, and the surfaceflinger > > flinger will scale it > when compositing to the screen. Thus on am hdpi screen, your surface is > smaller and scaled up; on a ldpi screen, it is *larger* and scaled down. > > For your UI outside of the surface view, the window's surface remains at the > actual screen's density, but drawing to it is through an transformation > matrix to scale it appropriately. This allows text and other vector drawing > to remain at the correct resolution (not pixelated), but can cause artifacts > because things like font metrics you compute will be in your compatibility > density but the font is actually drawn in the screen density and so can be > slightly different in size. > > You really do not want to do this. > > I strongly recommend you figure out which aspect of the compatibility mode > is improving your performance, and implementing your app to explicitly just > do that when running on a different screen density. For example, if you are > using a surface view, you can set it to be a fixed size, which causes the > surface flinger to scale it during compositing to match the actual size of > the view in its window, achieving the same effect there. But you can be > smart and not do this on an ldpi device. > > > > > > On Tue, Aug 3, 2010 at 8:27 AM, mrqzzz <marcus.ob...@gmail.com> wrote: > > 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<android-developers%2Bunsubs > > cr...@googlegroups.com> > > For more options, visit this group at > >http://groups.google.com/group/android-developers?hl=en > > -- > Dianne Hackborn > Android framework engineer > hack...@android.com > > Note: please don't send private questions to me, as I don't have time to > provide private support, and so won't reply to such e-mails. All such > questions should be posted on public forums, where I and others can see and > answer them. -- 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