The recommendation for this is to sleep in the touch event handler.
The system will send you touch events as fast as you can process them.
If you artificially decrease this by sleeping in the handler, you will
allow more processing time for other threads which are theoretically
running your computations for screen updates.

Cheers,
Justin
Android Team @ Google

On Aug 10, 9:38 am, sahn0 <dmitry.sk...@gmail.com> wrote:
> Yes, it is.
>
> Try SpriteMethodTest, set 100 sprites, select OpenGL / Use VBO,  let
> it run for a while. You will get something around 20ms / 50 fps. Now
> run it second time, and simply touch screen while test is running. You
> will get something around 35ms / 29 fps. So it is 15 ms difference.
>
> As I understand, the answer is simple - it is that dispatcher thread
> running with THREAD_PRIORITY_URGENT_DISPLAY priority.
>
> Setting THREAD_PRIORITY_URGENT_DISPLAY priority (will it work on non-
> ADP firmware?) on renderer thread yields 30 ms / 33 fps.
>
> Are there any other workarounds?
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