void setup()
{
}
void draw()
{
println(frameRate);
}
That is the only code. Even with a diy framerate check instead of println(frameRate); same results.
Tested on Galaxy S9: sometimes stable 60fps, 70% of the time drops to 35fps almost immidiately or after 5-30 seconds.
Tested on Galaxy Tab-A: spikes down to 40fps every few seconds, hovers around 55.
I was having some really bad fps problems when switching to android mode. I fixed and optimized, but I eventually commented out all of my code until only that was left chasing the problem. My next step is to develop with Android Studio, using Processing as a dependancy (which is new to me, I have never done much outside of Processing, but I guess it’ll be good if I want to become an app developer, I just hope the problem does not happen there as well).
Processing 3.5.3
OS: Linux Mint 19.2 Cinnamon
Kernel: 44.15.0-54-generic
Processor: AMD A12-9720P RADEON R7
Android SDK Build-Tools: 26.0.2
Android SDK Platform 26: 2
Android SDK Build-Tools: 26.0.3
Android SDK Tools: 26.1.1
Android SDK Platform-Tools: 29.0.2
Galaxy S9 Android Version: 9
Galaxy S9 Kernel: 4.9.112-16319031
Galaxy S9 Model: SM-G960W
The full code is running at about 20fps on the S9, 16 on the Tab-A. In any case it would seem I can not get my code to not lag somehow somewhere, even though I am practically certain all magor sources are gone. I do not use any images (image(PImage, x, y)) as that seems to really mess things up. I have PShape objects for my tiles instead of images or recalculating the shape data for each redraw. I don’t have things that update when they don’t need too, and what I do is so minor it takes time<=1ms. Link to full code here:
or here: https://www.dropbox.com/s/4k8obaxbxvyx0sx/WordWiseBugFullCode.zip?dl=0
Any insights? Thank you