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Home/ Questions/Q 5944795
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T16:35:25+00:00 2026-05-22T16:35:25+00:00

I’ve been developing a game for Android for the past few months, and it’s

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I’ve been developing a game for Android for the past few months, and it’s just about finished. I recently acquired a Motorola Droid for testing purposes, as I developed the game using a HTC Incredible. On my Incredible I can get a pretty solid 59 fps throughout the game. On the Droid, the game becomes very choppy with an average of about 40 fps. Both phones are running Android 2.2.

I looked up the tech specs are here are the only differences I noted that might affect gameplay: 1 GHz processor vs 550 MHz and 512 MB RAM vs 256 MB RAM.

Just for giggles, I thought I would strip down the game to a very minimal state to see if it was my coding to blame. I stripped it down to the point where the only thing being down was drawing the main menu and moving various bitmaps around the screen. Not a hair over 45 fps.

So, is this the approximate cap for the Motorola Droid? If so…my game is pretty simple and non-CPU intensive, so what can I do? There are thousands of other Android games that are much more demanding than my own, yet they seem to run very smoothly.

Is it the fact that I’m using Android’s built-in Canvas and not Open-GL or some other alternative? Would anybody recommend doing that?

Could somebody enlighten me to what might be my problem here?

Thanks in advance.

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  1. Editorial Team
    Editorial Team
    2026-05-22T16:35:25+00:00Added an answer on May 22, 2026 at 4:35 pm

    OpenGL ES is the way to go. Canvas is most likely implemented on top of OpenGL ES anyway, and not very efficiently by the sounds of it.

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