I looked at your video. 
It seems that the drawing itself is not an issue. The framerate doesn't 
stutter nor is it slow. It just lags behind the position of your finger.

It seems that the delivery of the touch-events is delayed (at least as far 
as the rendering is concerned).

Try to create a non-OpenGL view. Just subclass a regular View, override its 
onDraw method and its onTouch method. 
Based on the X and Y coords of the onTouch method, draw a circle under your 
finger in the onDraw method of that view. See if it exhibits the same lag.



On Wednesday, July 31, 2013 1:06:22 PM UTC-4, Edvinas Kilbauskas wrote:
>
>
>
> 2013 m. liepa 31 d., trečiadienis 19:28:23 UTC+3, Streets Of Boston rašė:
>>
>> Is your render-mode continuously or when-dirty? 
>> If it is when-dirty, be sure to call surfaceView.requestRender() in your 
>> onTouchEvent implementation.
>>
>>
> It's RENDERMODE_CONTINUOUSLY.
>
> Also, I took the advice, and rewrote everything in OpenGL ES 2.0. And you 
> know what? It still has the same amount of delay! What the hell?
> I really though ES 2.0 would fix this issue, but it didn't!
> Now i'm really thinking that this issue is not fixable. It probably has 
> something to do with drivers.
> But I still can't get out of my head why some other games have no lag or 
> delay? Some games do, but not all of them. Or atleast I think they don't 
> have delay, maybe it just seem like that... I don't know it's very 
> annoying, If I turn power saving mode off it becomes better, but still has 
> delay. 
>

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