Have you tryed to disable hardware acceleration in the manifest file?
I belive many hardware from 3.0 and higher have this enabled on many devices.
And not all software likes it and uses alot more memory then intended.
Beginning in Android 3.0 (API level 11), the Android 2D rendering pipeline is designed to better support hardware acceleration. Hardware acceleration carries out all drawing operations that are performed on a View's canvas using the GPU. Because of the increased resources required to enable hardware acceleration, your app will consume more RAM.
The easiest way to enable hardware acceleration is to turn it on globally for your entire application. If your application uses only standard views and Drawables, turning it on globally should not cause any adverse drawing effects. However, because hardware acceleration is not supported for all of the 2D drawing operations, turning it on might affect some of your applications that use custom views or drawing calls. Problems usually manifest themselves as invisible elements, exceptions, or wrongly rendered pixels. To remedy this, Android gives you the option to enable or disable hardware acceleration at the following levels:
•Application
•Activity
•Window
•View
If your application performs custom drawing, test your application on actual hardware devices with hardware acceleration turned on to find any problems. The Unsupported drawing operations section describes known issues with drawing operations that cannot be hardware accelerated and how to work around them.
http://developer.android.com/guide/topics/graphics/hardware-accel.html
I know its default is supposed to be false but try to set it as false also in the manifest file.
Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.