Did you lookup the usual refresh rate, which is indeed 60FPS, or did you check the specific number for your phone? I know from my own testing that the HTC Evo 4G cannot go above 30FPS in OpenGL, for example. Chris Pruett mentioned one of the XPeria devices doing similar, running at 30FPS, even when he draws a scene with nothing in it ( http://code.google.com/events/io/2010/sessions/writing-real-time-games-android.html ). I'm just pointing out that you may actually have one of these rarer crippled phone models rather than a software issue.
On Oct 13, 1:56 am, "mr.winky" <mr0wi...@gmail.com> wrote: > I've been using the GLWallpaperService as posted by Robert Green > (http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live- > wallpapers), which has worked so far for the live wallpapers but I'm > hitting a wall when it comes to performance. The GL code is executing > at the expected speed when swapping (about 14ms after the swap > occurs), but there seems to be an extreme overhead with the wallpaper > code of 33ms. > > For example, if I was to implement a basic live wallpaper that only > called gl.glClearColor and nothing else, the maximum framerate I can > achieve is 30fps (33ms), which is far lower than it should be. Now the > phone refresh rate is 16ms, from what I have read, so I could > understand hitting a wall at 60 fps. > > The question is if there is an alternative way out there? I tried > naively using the GLSurfaceView with no luck and am looking for > suggestions from those who may have encountered this issue or know of > a solution. I have been googling but all posts send me back to the > above site from Robert Green as the "only" way to do this, and I have > had no luck finding a live wallpaper "sample" from the SDK that uses > OpenGL while they state that you have access to OpenGL from here: > > http://developer.android.com/resources/articles/live-wallpapers.html > > I tried searching for the code for the bundled live wallpapers with no > luck, if anyone could throw me a link to one of the wallpapers that > uses OpenGL that would more than enough for me to figure it out (if a > different method is used ;)). -- 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