Hello Android OpenGL/real-time gurus,

I am drawing a pretty simple scene, with one large texture the about
size of the screen (two triangles). I notice that the frame-rate is
irregular: in most of cases, a frame finishes in 17 ms. However, in
about 1 of 10 times, the frame finishes in 33ms.

My guess is probably some background services need to run. However,
the Linux scheduler is biased towards my FG app, so the BG services
are usually starved, until they can't take it anymore and they grab
the CPU from my app ....

I am seeing stuttering in the animation. Is this due to the irregular
frame rate? Should I delay each frame so that all frames are rendered
with 33ms frame time? If so, what's the best technique of achieving
this?

Is there an API that I can call to guarantee CPU resources for the
render thread .... I really hope Android runs on some sort of real
time kernel ...

Thanks!

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