FYI,

I've raised to 18 FPS by using LinkedBlockingQueue instead of 8FPS
with while design in Socket writer.
But we are far from 60FPS per second.

Any help?

Thanks

Luc

On 18 avr, 10:18, croco <zeug...@gmail.com> wrote:
> Hi all,
>
> I'm developping a simple realtime action game 4 Android.
> It works nice. but now i want deal with animation FPS and i'm facing a
> big problem i can't solve since couple days now.
>
> I started from the famous Lunar Android sample using facebook. got
> 55-60 frame per second on my G1.
> it smelt good for my game i thought ... BUT when i plugged the surface
> view in my game i got a poor 6-9 Frame per second making the game
> unplayable.
>
> After debugging removing all content of my doDraw used by the thread
> controlling the surface view i found the problem.
>
> The problem is not the quantity of sprites i displayed but the
> concurrency between threads used for receiving my game data over TCP
> and the UI thread i use to control surface view.
>
> If when i start displaying the game i stop the my socket protocol
> threads (reader, writer) the game is refreshed at 25 FPS which is not
> 50 FPS but large enought to make the game playable.
>
> So my question is how in realtime game for android i can send /
> received data (and not delayed of course) without killing the game
> refresh rate.
>
> Last thing i use canvas and not open gl but i don't need open gl and i
> really see the problem comes from the multithreading
>
> Thanks a Lot for your help.
>
> Luc
>
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