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How about some Android graphics true facts?

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Re: How about some Android graphics true facts?

#31

Not to be a jerk... But this still doesn't address why every Android home screen I've seen (including new 4.0 devices) looks like a laggy piece of shit when sliding around between different screens.

Works fine on my year-old Desire HD, even with hardware acceleration not supported yet on the ICS ROM. It's all very smooth. Hell, even 2.3 runs great.

Re: How about some Android graphics true facts?

#32
post #27

Earlier quoted context omitted.

I wonder if it has anything to do with the Delegate pattern used in iOS vs Android's Listener pattern when it comes to handling continuous touch events on the main thread, rather than the rendering speed.

i think this is probably the most accurate thing that can be said. thank you for posting this, do you think the linux scheduler subtleties / server-process-optimization may add to this?

I'm afraid I have absolutely no knowledge of these. I'm more of a high-level self-taught app dev, things that happen under the hood go far above my head most of the time :)

Re: How about some Android graphics true facts?

#33
post #9

Those are some nice technical details and it’s right to correct them when someone gets them wrong. They ultimately, however, don’t matter†. If scrolling on one device makes me want to throw the device at the wall while on another device I don’t even notice that I’m scrolling, then that’s a problem. I’m looking forward to trying out an Android 4.0 device to see whether I still want to throw it at the wall. That’s the…

I've had the chance to enjoy dual-core android phones (Atrix, 2.2) & tablets (Xoom, 3.1). The difference compared to single-cores is gigantic, everything is super smooth, on the level of the iPhone/iPad as far as responsiveness goes for apps and home screen. I have to say that if the goal is to have a superb OS given a powerful enough phone, the goal has been met, with one (critical!) exception: Android's Webview unf…

> OS given a powerful enough phone, the goal has been met, with one (critical!) exception

Two exceptions: Audio latency. It is impossible to write certain classes of table applications for Android right now, because no priority was given to having a low-latency audio subsystem. Its at least as big a mess as display acceleration.

Re: How about some Android graphics true facts?

#34
post #29
post #25

Earlier quoted context omitted.

It blows my mind that people can't understand that scrolling "feels right" is a show-stopper feature for a touch interface. Meanwhile, at Apple, they would have got it right in version 0.1, and Steve Jobs would treated that as prototype quality and made the team do 10 better variations.

Apple makes compromises, too. On the original iPad scrolling can be really laggy (probably only after installing a couple of apps, so you won't notice it in the store). Meanwhile, the current generation of dual core Android phones have hardly any lag issues anymore.

Somewhat agreed. It can be laggy, but on mine it rarely is (but it does happen). However, it's never consistently choppy when scrolling.

So... laggy sometimes, but still smooth scrolling.

Every Android device I've tried (just tried a couple tablets at a Best Buy this week) have been consistently laggy (response times to swipes) and choppy scrolling.

Re: How about some Android graphics true facts?

#35
post #29
post #25

Earlier quoted context omitted.

It blows my mind that people can't understand that scrolling "feels right" is a show-stopper feature for a touch interface. Meanwhile, at Apple, they would have got it right in version 0.1, and Steve Jobs would treated that as prototype quality and made the team do 10 better variations.

Apple makes compromises, too. On the original iPad scrolling can be really laggy (probably only after installing a couple of apps, so you won't notice it in the store). Meanwhile, the current generation of dual core Android phones have hardly any lag issues anymore.

[deleted]

Re: How about some Android graphics true facts?

#36
From the article:

There is still a limit to how much the GPU can do. A recent interesting example of this is tablets built with Tegra 2 -- that GPU can touch every pixel of a 1024x800 screen about 2.5 times at 60fps. Now consider the Android 3.0 tablet home screen where you are switching to the all apps list: you need to draw the background (1x all pixels), then the layer of shortcuts and widgets (let’s be nice and say this is .5x all pixels), then the black background of all apps (1x all pixels), and the icons and labels of all apps (.5x all pixels). We’ve already blown our per-pixel budget, and we haven’t even composited the separate windows to the final display yet.

I find this bizarre. Are all of these drawing operations using alpha blending (using translucency)? If so: is that strictly necessary for the entire area of all of them?

If they aren't using blending, why on earth do they have so much overdraw? The GPU could reduce that to touching each pixel exactly once by using the Z buffer and drawing in front-to-back order.

Re: How about some Android graphics true facts?

#37

Earlier quoted context omitted.

I've had the chance to enjoy dual-core android phones (Atrix, 2.2) & tablets (Xoom, 3.1). The difference compared to single-cores is gigantic, everything is super smooth, on the level of the iPhone/iPad as far as responsiveness goes for apps and home screen. I have to say that if the goal is to have a superb OS given a powerful enough phone, the goal has been met, with one (critical!) exception: Android's Webview unf…

> OS given a powerful enough phone, the goal has been met, with one (critical!) exception Two exceptions: Audio latency. It is impossible to write certain classes of table applications for Android right now, because no priority was given to having a low-latency audio subsystem. Its at least as big a mess as display acceleration.

You're 100% right. For more information on this issue: http://code.google.com/p/android/issues/detail?id=3434

Re: How about some Android graphics true facts?

#38

From the article: There is still a limit to how much the GPU can do. A recent interesting example of this is tablets built with Tegra 2 -- that GPU can touch every pixel of a 1024x800 screen about 2.5 times at 60fps. Now consider the Android 3.0 tablet home screen where you are switching to the all apps list: you need to draw the background (1x all pixels), then the layer of shortcuts and widgets (let’s be nice and s…

Indeed. I wrote the graphics motor for a set top. I'd last year, and that is one of the many optimisations the weak hardware required to make UI animations run smoothly. It's hard to believe that Android doesn't do this.

Re: How about some Android graphics true facts?

#39
post #9

Those are some nice technical details and it’s right to correct them when someone gets them wrong. They ultimately, however, don’t matter†. If scrolling on one device makes me want to throw the device at the wall while on another device I don’t even notice that I’m scrolling, then that’s a problem. I’m looking forward to trying out an Android 4.0 device to see whether I still want to throw it at the wall. That’s the…

Currently reading this on Galaxy Nexus. No need to throw at wall in my view. Feels much like the iphone 3gs i had before...

Meanwhile, I have a phone with nearly identical specs to the iPhone 3GS (a Motorola Milestone), and it "feels" slower than my first-gen iPod touch, which manages to do beautifully smooth scrolling with really wimpy hardware.

I don't know the technical details (though I'd assume hardware acceleration is a big deal), but evidently Apple can achieve a good user experience while consuming far less resources. It's taken Android years, and I probably have to buy a new device.

Re: How about some Android graphics true facts?

#40
post #25
post #9

Those are some nice technical details and it’s right to correct them when someone gets them wrong. They ultimately, however, don’t matter†. If scrolling on one device makes me want to throw the device at the wall while on another device I don’t even notice that I’m scrolling, then that’s a problem. I’m looking forward to trying out an Android 4.0 device to see whether I still want to throw it at the wall. That’s the…

It blows my mind that people can't understand that scrolling "feels right" is a show-stopper feature for a touch interface. Meanwhile, at Apple, they would have got it right in version 0.1, and Steve Jobs would treated that as prototype quality and made the team do 10 better variations.

It's a definitional thing. "Works" at (say) Microsoft or Google means "produces a correct result at the end" whereas it means something quite different at Apple. The most egregious example I've seen of this is the way Mac OS filtered mouse movement data from the beginning, but it still doesn't feel right on Windows (and wasn't even in the ballpark until around Windows 98/NT4). (And, by contrast, the Amiga had pretty much nailed mouse movement early on as well.)
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