Poor Frame Rates and How To Improve Them?

Hello, in our game, we are running 1920x1080 screen size, use PNGs at 72 res, only have about 1-8 images on screen at a time, and are experiencing 9-15fps.  The images are small (180x252 - 750x1080) and range from 200kb-2mb.  We are using the ADT (Android Dev Tool). The emulator on the ADT is so bad that we just load the game to the Ouya directly.  Can anyone shed some light on how to get better frame rates on the Ouya...through different image types, code, hardware settings...anything.  Thanks!

Comments

  • OrikuOriku Posts: 263Member
    What does 72 res mean?  Are you saying pixels per inch?  If so, that number does not have any relevance outside of printing.

    The Ouya has a bit of a fill rate issue.  If these textures you're drawing are on multiple triangles each covering most of screen, you will experience frame rate issues like you're talking about.  Can you describe what you're drawing to the screen?

    One way of figuring out what's wrong is to try to do less until the frame rate increases up to 60.  Load less textures, draw less triangles, etc.
  • TropicModsDevTropicModsDev Posts: 10Member
    Hi,  it's a card game.  There are no triangles or 3D anything...it's all pngs.  Even with only one image on the screen, it's still 9-15 frames per second.  At this point, we are just assuming that we got a faulty Ouya, but find a frame rate issue hard to consider "faulty."
  • AyrikAyrik Posts: 429Member
    Android UI is really slow, is that what you're using or did you set up an OpenGL surface? You'll definitely want to use OpenGL.
    Saga Heroes - Adventure RPG
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  • TropicModsDevTropicModsDev Posts: 10Member
    Just using ADT (Android Dev Tools) and bitmap.draw to show an image at the moment...
  • DelpeeDelpee Posts: 120Member
    That is probably your problem. Use direct OpenGL, or a framework if you want to keep it simple (e.g. LibGDX), for actual games. Bitmap.Draw() and such functionality is mainly for regular apps which don't need real-time graphics!
    ~ Yuri van Geffen (Portfolio)
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