Hi Romain, thanks for your reply. On Feb 27, 10:42 pm, Romain Guy <romain...@google.com> wrote: > You cannot achieve more than 60 fps because of the way the UI is > sync'd with the underlying hardware. So basically the framework waits for the next update cycle, I assume?
I still wonder about what's going on behind the scene. When I operate on the Canvas, a pixel buffer is probably filled directly (Bitmap)? Is this buffer/bitmap then copied once (for every frame) into a hardware buffer, which is the source for the hardware display? > The invalidate/onDraw mechanism > can be very costly for a game if you have a deep view hierarchy. There is just one View, so that would be OK in terms of costs? Or are there any less costly ways? So the advantage of using a SurfaceView would be that one could use these "in between" times to prepare the next frame, I suppose? So, this might result in a smoother result (when the timing is right)... Any other advantages/disadvantages I missed? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---