I developed and published a game about two months ago. Since then, I've received several negative comments about input lag in the game. Before releasing the game, I already took several measures to hopefully prevent lag from occurring:
1) Game is almost entirely written in native code 2) After initialization, my process never invokes the GC during gameplay (no GC executions from my process show up in the log) 3) Average FPS is generally > 30 fps 4) I tested the game on both a Motorola Milestone and an HTC Magic and I don't experience any noticeable input lag (except perhaps when the GC is executed by other processes) My guess is that the lag that users are experiencing is a result of the GC being invoked by another process. Has anyone been able to address this issue? Specifically, have any game developers been able to achieve a completely lag-free game and thus avoid negative ratings that drag down your app? The only other suspicious thing I've noticed is the following lines showing up in my log any time a SoundPool clip is played: D/AudioHardwareMot( 1054): AudioMgr:AudioStreamOutMot::standby called D/AudioHardwareMot( 1054): AudioMgr:Output 0xb538 entering standby D/AudioHardwareMot( 1054): AudioMgr:Closing stereo device D/AudioHardwareMot( 1054): AudioMgr:Output 0xb538 exiting standby Any ideas or suggestions? Thanks -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en