Low fps on some Android devices

Hi,
I have been poting a game for Android devices which i created on iOS using cocos2d x.
I’m getting pretty nice fps around 40 on iPad2.
When it comes to Android device fps varies as mentioned below:

Device GPU FPS

  1. Samsung note Mali-400MP 55-60
  2. Moto defy+ PowerVR SGX530 35-40
  3. Samsung Google Nexus S PowerVR SGX540 50-55
  4. Moto xoom ULP GeForce 15-20
  5. Samsung galaxy 10.1 ULP GeForce 15-20

I am using PVR (RGBA4444) art resources. Is FPS drop issue related to the GPU used by the device.
Or Somebody can help with getting good fps on moto-xoom and samsung galaxy 10.1 device(atleast 40-45).

In my game we have lots of sprites and also have an hud layer along with level map.

I got 50-52 fps after removing the map from the level.

Is it possible that GPU is not at all used for Tegra 2 devices leading to 20fps?

Same thing with my game. On iOS I get solid 60 FPS, on Android is runs nice on my Galaxy Nexus, but on the transformer the FPS is very low.
Not sure what is causing it.

I’m still not able to solve fps issue.
Just checked, transformer device also has tegra chipset and ULP GeForce GPU,
may be we are not able to utilize GPU of these devices.
If anyone has any idea please help…

Well, the engine is using OpenGL so we must be using the GPU.
I’m also develop my game to Android using a different engine called Andengine.
It is written with Java and performs much better on the tablet than Cocos2d-x.
This is weird as Cocos2d-x is using native code that should be faster…
Maybe it is related to the timers?

@Neel M

I have been poting a game for Android devices which i created on iOS using cocos2d x.
I’m getting pretty nice fps around 58 on iPhone4 , but i dont believe in the fps of android 4.1 emulator , 10 , almost 5 sometimes.

I searched in cocos2dx about parallax stuff , i disablesd everthing but still crash.

Do you have some tips for the porting? use a simulator against the emulator? i’m new in android world.

Thanks

Try my solution:


It will works!