Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 7705379
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 31, 20262026-05-31T23:51:08+00:00 2026-05-31T23:51:08+00:00

I have been developing a game basic card game for Android. At the moment

  • 0

I have been developing a game basic card game for Android. At the moment I am targeting Android 3.0 and testing on a Asus Transformer tablet. I am using a SurfaceView object with simple canvas operations similar to Lunar Lander example in the SDK. I have hardware acceleration enabled in AndroidManifest.xml.

I am practically finished coding the game. However, I am having some frame rate problems. I am getting a frame rate of 21-22 fps during basic gameplay. However, I have anticipated adding some particle effects for simple eye-candy, which will certainly give me an unacceptable frame rate. To help isolate the problem, I commented out the drawing for all text and cards as well as all animation. This raised my frame rate to 31 fps. This leaves me with a simple game loop which locks the canvas, fills the canvas black, draws a 1280×800 background bitmap, and unlocks and posts the canvas. Removing the background draw increases the frame rate to about 62 fps, which should be around the device maximum due to lockCanvas throttling. Should drawing a simple bitmap be such a costly operation? I know it is a large texture, but I’ve seen many games that successfully use large background textures with little effect. Can I achieve decent frame rates without OpenGL? I’ve watched the log and have confirmed that it is not a GC problem.

The only thing I have tried so far is to make sure the bitmap is not actively re-scaling. I modified my background png to 1280×696 which is the exact size adjusted for the action bar and the main honeycomb bottom bar. I placed the modified in the drawable-nodpi folder, so I believe my image should not be scaling. However, this had no effect on the frame rate; frame rate drops to 31 fps drawing only the background.

Does anyone have any ideas on what I can do to improve the frame rate? I am guessing that my problem must be coming from drawing the bitmap since I have eliminated basically everything else.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-31T23:51:09+00:00Added an answer on May 31, 2026 at 11:51 pm

    I had a similar problem that was caused by using RGB_565 for my SurfaceView and ARGB_8888 for my Bitmap. Once I set the Surface View to use the same as the Bitmap, I went from 20fps to 59-60 fps. The conversion is very slow. Sorry this is late but maybe it will help someone else.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have been developing a simple game for iOS which involves dragging and using
I have been developing a game using Flex, and used the Timer class to
I am currently developing a C# .net xna game engine. I have been trying
I'm currently developing my first android app, and my first game. I've been developing
I have been developing a new online game for the past year now. The
I have been developing Android application, and I need to read PDF-files in my
I have been developing an app using the very easy-to-pickup Flask system and I
I'm developing an indie video game, and have been operating under the assumption that
I've been developing a small card game which is called Tarneeb. The game itself
I'm in the process of developing an android game. I have an activity that

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.