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Editorial Team
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Editorial Team
Asked: May 20, 20262026-05-20T23:37:26+00:00 2026-05-20T23:37:26+00:00

I am developing a game for the Android platform using flash cs5 and AS3.

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I am developing a game for the Android platform using flash cs5 and AS3.

problem: the game will run at 24-29 fps until I call a movieClip that has frame by frame animation, then it will drop to 10-14 FPS.
It looks perfect on my PC and does not lose frames until I move it to my Evo for testing. I have tested on an Epic also and I do not lose Frames which leads me to believe that it is the pixil population in the evo that is causing the problem but I have tried everything I can think of to not make it so intense on the graphics but same results every time.

It’s a 20 frame animation and my FPS in flash is set to 24

What I have tried:

png’s on each frame |
gif’s on each frame |
pen tool vector drawing of each image on each frame |
tween instead of frame by frame |
static image in the movie clip and creating a loop in AS3 that will cycle through the images |
onEnterFrame |

The only thing that actually does make it smooth is having the same image on each frame. This is why I believe it is the graphics and not the processor.

**Benchmark on PC :** 
FPS: 24/24
FPS DURING ANIMATION: 24/24

MS: 33
MS DURING ANIMATION: 33

MEMORY: 18.87
MEMORY DURING ANIMATION: 19.27

**Benchmark on Evo :** 
FPS: 24/24
FPS DURING ANIMATION: 13/24

MS: 36
MS DURING ANIMATION: 80

MEMORY: 2.931
MEMORY DURING ANIMATION: 2.993
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-20T23:37:27+00:00Added an answer on May 20, 2026 at 11:37 pm

    Do not use vector: it’s terrible. What you need to do is use the cacheAsBitmapMatrix method, but this is available only if you’re publishing using the AIR for android publish settings.

    http://help.adobe.com/en_US/FlashPlatform/beta/reference/actionscript/3/flash/display/DisplayObject.html#cacheAsBitmap

    Also a video tutorial about taking advantage of GPU acceleration on mobile/android that walks you through benchmarks and implementation:

    http://gotoandlearn.com/play.php?id=132

    And as a last update to the answer, here is a great article comparing all these methods of drawing on the android platform + benchmarks:

    http://labs.byhook.com/2011/01/13/digital-sheep-air-for-android-drawing-performance/

    It discusses at length the different implementations and why some are better/worse than others.

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