I only wanted to share my latest discovery about the dreadfull agk performance bugg .
I found the issue to be the size of the sprite that weirdly enough drained the cpu and made some pretty weird app shutdowns.
We cant our self recode agk to fit all the resolutions off all the android devices and versions.
And wath are the fix do you wonder?
Instead of using a sprite that covers the whole screen for a background!
Use a sprite in the half size of the screen and instead zoom in so the sprite covers the whole screen.
During my experiments so jumped the framerate from 30 - fps to 52 fps on a single image i experimented on.
If anyone else that have an sandwich device that hogged your agk app also could test this and see if it works there also so i can get it confirmed.
I only have one of my android devices that worked this way and hogged or crashed agk apps to test this on.
Edited..........
My speculations is that it is somewath conected with the screen resolution of the device.
Edited .........
Dont mind as it is back to the same again.............
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz