Well, if you look at the talk google gave the developer gave a short
note about it: 
http://code.google.com/intl/es-ES/events/io/2010/sessions/writing-real-time-games-android.html
If memory serves me correct, you won't gain much of a speed gain from
using VBOs as opposed to say draw_texture.
This is because the FPS is capped at 30FPS for some devices, however I
can't recall the details.

Miguel.

On Sat, Jun 19, 2010 at 3:01 PM, Navigateur <[email protected]> wrote:
> I've been trying VBOs (3D) and I've seen no improvement at all on my
> Motorola Dext over not using VBOs.
>
> I've tried all kinds of configurations, interleaved arrays,
> bytebuffers instead of floatbuffers, both direct and indirect.
>
> My question is, has anybody got any measured improvement in frames per
> second by using VBOs instead of exactly the same content without VBOs?
>
> If and only if so, what were your fps results? And can you therefore
> show me the "proper" way of doing VBOs instead of not?
> Has anybody else got exactly the same fps with and without VBOs?
>
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