For me a sleep of about 20millisecs was most effective.
Note that this only works if your opengl render-thread is a seperate
thread (not the main gui-thread).

On Aug 13, 6:32 pm, "Justin (Google Employee)" <j...@google.com>
wrote:
> 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?- Hide quoted text -
>
> - Show quoted text -
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