[Q] Reduce touch lag? Kernel hack? - Android Q&A, Help & Troubleshooting

I am a programmer but completely new to Android and mobile platforms. My HTC Sensation 4G (and many other devices apparently) suffer from input lag, aka touch lag, aka touchscreen latency.
This video makes it out to be a problem with Android in general, but I have a Galaxy S Blaze with very little input lag.
Decrease the input device latency and reduce the touch lag with a kernel hack?

I am not sure if what you suggested would work though I remember reading this article that kind of explained the lag.
http://www.appleinsider.com/article...ui_lag_occurs_more_often_in_android_than_ios/
I would think that if what this article states is true then increasing the polling frequency wouldn't really make much of a difference. It would have to be the rendering that would need to be quicker.

The_R said:
I would think that if what this article states is true then increasing the polling frequency wouldn't really make much of a difference. It would have to be the rendering that would need to be quicker.
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I realized this 2 minutes before you posted
Polling frequency is not the problem, it is overall input latency. It is not an inherent problem in Android, as the Galaxy S Blaze I have does a great job tracking my finger. The Sensation, not so much...
If the touchscreen digitizer is the limiting factor, then there is no hope...

I don't really think its the digitizer either. I just think the Blaze does a better(faster) job at rendering the stuff you see on the screen than the Sensation.
If the rendering is happening on the main thread then it would block the main thread from acting on any new inputs till the rendering is over. Hence this causes the lag. Now a phone with better hardware(GPU) would be better at rendering hence reducing the lag.

The_R said:
If the rendering is happening on the main thread then it would block the main thread from acting on any new inputs till the rendering is over. Hence this causes the lag. Now a phone with better hardware(GPU) would be better at rendering hence reducing the lag.
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Eh. Can we make the input thread run on a different core then! What else is it there for?!?!

I am not sure how that can be done. The problem apparently lies in the software design of the Android OS.

Is there a way to increase the input thread priority? Again I have no experience with Android so I don't know what is/isn't possible...

Related

is it possible for devs to add hardware acceleration...

to the os, browsing and whatever? i don't know much about hardware acceleration but the little i do know methinks the gpu can be tapped more for less cycles on the cpu and less hit on the battery.
I'm not sure, but if it happens, it will be in a custom ROM.
Samsung seems to be doing it on their browsers.
e.g. on my galaxy tab (original 7"), the stock browser FLIES, obviously HW accelerated. Its magnitudes faster than dolphin on the same device, in fact its within touching distance of ipad1 speeds.
i know samsung took it upon themselves to make sure it was there. i'm just wondering if it can be tapped on tegra2's. i'm also think i'm seeing why gsII is a battery hog. the maii-400 gpu is 65nm. that's huge for a mobile phone.
Hardware acceleration really has to be done by the manufacturer. No android phones are hardware accelerated except for the Samsung galaxy phones cause they do a custom job. Ice cream sandwich is when hardware acceleration comes to android.
pukemon said:
i know samsung took it upon themselves to make sure it was there. i'm just wondering if it can be tapped on tegra2's. i'm also think i'm seeing why gsII is a battery hog. the maii-400 gpu is 65nm. that's huge for a mobile phone.
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Great point I didn't know this till you said it.

[Q] 2d Hardware acceleration

Ok, noob question here. But can someone please explain to me what 2d hardware acceleration is/ why you'd have it enabled/disabled? I'm reading threads about people arguing for/against it, but I'm not really clear on the subject.
Thanks!
also interested in this
Uncle Jame's GPU Breakdown:
lgboy5889 said:
Ok, noob question here. But can someone please explain to me what 2d hardware acceleration is/ why you'd have it enabled/disabled? I'm reading threads about people arguing for/against it, but I'm not really clear on the subject.
Thanks!
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WHAT IS 2D ACCELERATION?
2D hardware acceleration basically offloads all the drawing of the UI from the CPU to the GPU, this results in smoother scrolling and less power usage (because the GPU is much more efficient at handling graphical processes).
AN EXAMPLE:
People often complain of android being slow and "stuttery" when scrolling through menu's and when they move to an iphone they just love how smooth everything moves. A lot of this can be attributed to GPU acceleration (it's not the entire reason) but it is a large part. So with GPU acceleration enabled, android devices become buttery smooth. ICS is the first version of android to force GPU acceleration and that's why there was so much fanfair over it's release.
THE DOWN SIDE:
So far in my experience the down side is to do with un supported apps. There is 1 app I have that does not like 2d acceleration (kingston office). It gets transformed from being stuttery to buttery smooth but the text dissapears when you start scrolling.
CONCLUTION:
Enable it

[Q] Will Jelly bean improve gaming performance as well or just the UI?

Hi new to android i have a GS 3 and want to know if Jelly bean will improve the gaming performance `framerates`???
davidebanks said:
Hi new to android i have a GS 3 and want to know if Jelly bean will improve the gaming performance `framerates`???
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No. I don't think so. Google said that it had added extra frames for the ui animations only.
Gaming may improve if there is a newer linux kernel in jb.
Sent from my GT-S5830 using Tapatalk 2
I hope both improvements but I don't really know it, sorry
I'd put my money on it. Processing will now revolve around the VSync timing which should maximise the amount of time the phone has to render the next frame. If a frame is dropped, triple buffering will kick in and hopefully make it a smoother experience while increasing latency a little, and getting rid of it once it is no longer a problem.
Assuming this hasn't already been implented by games in some way (which i can't vouch for), there will definitely be a boost in consistent framerate (not performance, your CPU and GPU aren't becoming more powerful).
i think jelly bean is more simple and light than the older one, it should improve gaming performance.
Harbb said:
I'd put my money on it. Processing will now revolve around the VSync timing which should maximise the amount of time the phone has to render the next frame. If a frame is dropped, triple buffering will kick in and hopefully make it a smoother experience while increasing latency a little, and getting rid of it once it is no longer a problem.
Assuming this hasn't already been implented by games in some way (which i can't vouch for), there will definitely be a boost in consistent framerate (not performance, your CPU and GPU aren't becoming more powerful).
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i watched the developer casts and it seems to be not like you pointed out. vsync is an additional feature which you as an app maker can use if you wanted to. they provide tools to line up your frames nicely but it will probably not affect anything else. im running JB for a week now and no app or game seemed faster to me. i saw the improvements when using their launcher though.
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molesarecoming said:
i watched the developer casts and it seems to be not like you pointed out. vsync is an additional feature which you as an app maker can use if you wanted to. they provide tools to line up your frames nicely but it will probably not affect anything else. im running JB for a week now and no app or game seemed faster to me. i saw the improvements when using their launcher though.
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I watched the vsync portion of the presentation again to see if I got it wrong but ended up with the same understanding as I said. Unless there is a fundamental difference with games (now or in the past), it will all revolve around vsync timings internally within android.
Watch it again, if you understand otherwise let me know and correct me, I don't want to spread false information

[Q] JellyBean Battery Life

How do you all find the new Jellybean update's battery life? Better or worse than ICS? I'm guessing worse because of Google Now, but just wondering...(I don't have phone yet)
seems worse to me i was gettinf better battery life on ICS.. my battery drops from 100% to 50% way to fast..
Battery life on the new JB update is amazing!
Even MeanROM never was this good with battery life!.
After a couple of days and restarts its looking good
Sent from my EVO using xda premium
evo401 said:
seems worse to me i was gettinf better battery life on ICS.. my battery drops from 100% to 50% way to fast..
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If you were not such a FLASHAHOLIC just sayin
There is actually a logical and technical reason as to why JB have worse battery life than ics.
As many people probably know, JB focuses on project butter which aims to make the android experience smoother.
Unfortunately, Google's philosophy is about brute forcing into the problem by relying on raw cpu and gpu power instead of fixing their shaddy code.
The most noticeable difference on JB is UI becomes smoother but that smoothness came at a price, the cpu and gpu has to work harder to maintain 60fps with added vsync triple buffering on top of it.
I also noticed that HTC has boosted the.default 3d gpu clock of adreno 225 on their latest kernel to compensate for the additional workload to maintain smoothness. Some people that is familiar to overclocking knows that if the clocks are increased, the power consumption also increases. It is also not help by the fact that EVO 4g LTE can't always maintain 60fps so it has to work extra hard.
Probably not a lot of people know this but android has abysmal input lag and Google tried to address the issue(in which imo they horribly failed) by boosting the cpu clocks everytime you touched the screen. Obviously, raising the clocks would have negative impact on battery life so if you type a lot or Swype a lot or scroll alot, the cpu would get raised everytime. You could see it yourself by installing a program called micro cpu monitor.
The most obvious way to see the input lag in action is try playing a music then replicate the beats on apps like real drums. The lumia 900 which has single core or even the iPhone 4 which has single core 800mhz cortex a8 does not suffer from horrible input lag.
I was really disappointed with Google and it seems like they have no plans to really fix the core problems in the near future.
Sent from my EVO using xda premium
bigdaddy619 said:
If you were not such a FLASHAHOLIC just sayin
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hahahah!! u are so rite!! i do have a problem with flashing

Touch Lag/Sluggish touch response on COD/PUBG

Hey. I have searched extensively for the solution. Can't find it anywhere. So basically I just bought this phone.
Now whenever I am playing CODM or Pubg. The touch delay is huge, I mean if I swipe anywhere it takes half a second to swipe and in a floaty and Sluggish fashion.
This makes aiming almost impossible ?*
Anyone got any solution? I have tried to downgrade OOS to 10.0.3 from 10.0.8 using EDL method. No luck.
I know this is a software issue. So does anyone have any solution?
imran1000 said:
Hey. I have searched extensively for the solution. Can't find it anywhere. So basically I just bought this phone.
Now whenever I am playing CODM or Pubg. The touch delay is huge, I mean if I swipe anywhere it takes half a second to swipe and in a floaty and Sluggish fashion.
This makes aiming almost impossible ?*
Anyone got any solution? I have tried to downgrade OOS to 10.0.3 from 10.0.8 using EDL method. No luck.
I know this is a software issue. So does anyone have any solution?
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It's seems you earn a defective device since I found no lag in any games I tried, including COD mobile.
I suggest you open RMA
FSadino said:
It's seems you earn a defective device since I found no lag in any games I tried, including COD mobile.
I suggest you open RMA
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The game works butter smooth. It's the touch response I have a problem with.
Meaning touch latency is delayed if that makes sense.
I personally don't have any issues but I've read somewhere that setting the graphics to High helps
Have you found a solution ? Im getting the same problem on my one plus 8 pro brand new... playing codm is unplayable, movement is slow and heavy .. touch delay is crazyy .. help :|
kenjilifinal said:
Have you found a solution ? Im getting the same problem on my one plus 8 pro brand new... playing codm is unplayable, movement is slow and heavy .. touch delay is crazyy .. help :|
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I believe OP has low touch refresh rate to 90ghz..where apple 11 and gaming phones has greater than 120ghz which is really important same to samsung highend..OP concentrated on screen refreshment only that is not much useful but also should look into touch refresh rate for gaming and quick touch responses. I fed with OP now
The touch refresh rate of the OnePlus 7T Pro is 1.5x the screen refresh rate meaning it is 135 Hz. That shouldn't be an issue. There are several factors that can play a role in this but I suspect that it comes down to the kernel and poorly implemented drivers. You can try a custom kernel and see if that improves anything. Most custom kernels at least include some kind of upstream and optimisations that can make a huge impact (like Smurf Kernel for me on the OP6 made a huge improvement).
Mine is oneplus8pro not 7
kenjilifinal said:
Mine is oneplus8pro not 7
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The same applies to the OnePlus 8 pro, though the touch sampling rate is 240 Hz so 2x times the screen refresh rate. I would still try to use a custom kernel to check whether or not it improves the latency issues. Smurf kernel is available for the OP8P which I can recommend. But there are other custom kernels available for each and everyone's liking
As this thread is posted in the OP7TP section I assumed the question was regarding this device. I didn't get that you are talking about the OP8P
This issue common on devices with higher refresh rate, this delay is causing because you could set your screen refresh rate lower than maximum refresh rate (like using 60 fps).
To fix this issue you just need to increase your screen refresh rate to maximum then only your device will use the maximum "touch sample rate".

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