OpenGL ES - will GLSurfaceView be significantly faster than View when it comes to 2D animation?



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I want to combine animations of 3 images and form a single animation. This is what I did with Android View:



Have 3 layers of images A, B and C with each one stacked on top of one another in the following order:



C



B



A



each image will have their animation rendered respectively with objectAnimator then merged together to form one smooth, unified animation. The synchronization is done by tweaking the animation duration.



It worked quite well but less than perfect, with synchronization (which isn't that huge an issue) and tearing/flickering (which is a huge issue) being the most noticeable.



The area I want to animate is 1152*1080, and I'm using a Samsung quad core processor with top speed at 1 GHz and a relatively weak 2D acceleration unit.



With very limited experience on OpenGL, I understand that it capitalize almost exclusively on hardware resources. how much more performance boost can I squeeze out of switching to OpenGL?



I ask this question because I read it from various sources that Android View is also "Hardware Accelerated", I fear that after going through all the trouble, there is only minuscule increase in performance?



Edit: One important detail that I forgot - I'm running everything on android 4.4, so a lot of things that were previously not HW accelerated should be on that platform.










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    0















    I want to combine animations of 3 images and form a single animation. This is what I did with Android View:



    Have 3 layers of images A, B and C with each one stacked on top of one another in the following order:



    C



    B



    A



    each image will have their animation rendered respectively with objectAnimator then merged together to form one smooth, unified animation. The synchronization is done by tweaking the animation duration.



    It worked quite well but less than perfect, with synchronization (which isn't that huge an issue) and tearing/flickering (which is a huge issue) being the most noticeable.



    The area I want to animate is 1152*1080, and I'm using a Samsung quad core processor with top speed at 1 GHz and a relatively weak 2D acceleration unit.



    With very limited experience on OpenGL, I understand that it capitalize almost exclusively on hardware resources. how much more performance boost can I squeeze out of switching to OpenGL?



    I ask this question because I read it from various sources that Android View is also "Hardware Accelerated", I fear that after going through all the trouble, there is only minuscule increase in performance?



    Edit: One important detail that I forgot - I'm running everything on android 4.4, so a lot of things that were previously not HW accelerated should be on that platform.










    share|improve this question


























      0












      0








      0








      I want to combine animations of 3 images and form a single animation. This is what I did with Android View:



      Have 3 layers of images A, B and C with each one stacked on top of one another in the following order:



      C



      B



      A



      each image will have their animation rendered respectively with objectAnimator then merged together to form one smooth, unified animation. The synchronization is done by tweaking the animation duration.



      It worked quite well but less than perfect, with synchronization (which isn't that huge an issue) and tearing/flickering (which is a huge issue) being the most noticeable.



      The area I want to animate is 1152*1080, and I'm using a Samsung quad core processor with top speed at 1 GHz and a relatively weak 2D acceleration unit.



      With very limited experience on OpenGL, I understand that it capitalize almost exclusively on hardware resources. how much more performance boost can I squeeze out of switching to OpenGL?



      I ask this question because I read it from various sources that Android View is also "Hardware Accelerated", I fear that after going through all the trouble, there is only minuscule increase in performance?



      Edit: One important detail that I forgot - I'm running everything on android 4.4, so a lot of things that were previously not HW accelerated should be on that platform.










      share|improve this question
















      I want to combine animations of 3 images and form a single animation. This is what I did with Android View:



      Have 3 layers of images A, B and C with each one stacked on top of one another in the following order:



      C



      B



      A



      each image will have their animation rendered respectively with objectAnimator then merged together to form one smooth, unified animation. The synchronization is done by tweaking the animation duration.



      It worked quite well but less than perfect, with synchronization (which isn't that huge an issue) and tearing/flickering (which is a huge issue) being the most noticeable.



      The area I want to animate is 1152*1080, and I'm using a Samsung quad core processor with top speed at 1 GHz and a relatively weak 2D acceleration unit.



      With very limited experience on OpenGL, I understand that it capitalize almost exclusively on hardware resources. how much more performance boost can I squeeze out of switching to OpenGL?



      I ask this question because I read it from various sources that Android View is also "Hardware Accelerated", I fear that after going through all the trouble, there is only minuscule increase in performance?



      Edit: One important detail that I forgot - I'm running everything on android 4.4, so a lot of things that were previously not HW accelerated should be on that platform.







      view opengl-es glsurfaceview






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      edited Nov 16 '18 at 1:54







      AsianRyanReynolds

















      asked Nov 15 '18 at 8:00









      AsianRyanReynoldsAsianRyanReynolds

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