UI GPU acceleration - Windows Phone 7 General

So I've noticed that the core OS and native Microsoft apps all run butter-y smooth because of the UI GPU acceleration. However third party apps are much less consistent.
I've been trying to find out but haven't been able to do so - do 3rd party apps also have access to GPU UI acceleration? If so is this by default or does the developer need to specifically enable this feature?
I'm asking as I'm trying to work out why some apps are so laggy (WhatsApp & TVShows to name two) but others seem to be almost as smooth as the native apps (e.g. NextGen Reader & Simple Paper). Is it down to lack of UI acceleration or do they just need more optimisation (in respect to the code).

Yeap, I would like to know too. Any developer?

I've done more digging but since I'm not a developer I'm not sure I've understood the documents I've found correctly.
I believe certain UI elements in 3rd party apps are automatically GPU accelerated but for others the developer has to manually enable this. If so this would explain why some apps are smoother than others and points to developer optimisation being required to get good performance (unlike iOS which seems to accelerate everything by default - or at least it seems that way judging by app performance).
Any developers care to correct me or comment?

If so, what's the point to require developers to activate it? It wouldnt be better if everything was accelerated by default?

I was under the impression that acceleration so enabled by default, though like with any os, some apps are just poorly written

The UI acceleration is not ON by default, you have to manually enable using toolkit called Transitions AFAIK

scoobysnacks said:
I was under the impression that acceleration so enabled by default, though like with any os, some apps are just poorly written
Click to expand...
Click to collapse
Yeah most Silverlight elements should be. From what I've read most of the core OS interface itself is compiled with a sort of a Hybrid SDK which runs a variant of xaml etc. natively.
As for 3rd party apps, it's mostly down to the developers themselves. Before Mango it was a nightmare trying to even get smooth scrolling on listboxes without using a ton of memory. And they've just recently in the 7.1 sdk added a performance analysis tool which I'm sure many developers are still oblivious of its existence.
What I've noticed though, is on my Omnia W, more heavy panorama apps like metrotube or imdb are running much more smoothly than on my Trophy due to the faster hardware.

GPU acceleration is On for all application by default.
But, if application working slow, this mean developer write programm not with "Windows Phone 7 Guidelines" and he not understand lifecycle of application.

omohat said:
So I've noticed that the core OS and native Microsoft apps all run butter-y smooth because of the UI GPU acceleration. However third party apps are much less consistent.
I've been trying to find out but haven't been able to do so - do 3rd party apps also have access to GPU UI acceleration? If so is this by default or does the developer need to specifically enable this feature?
I'm asking as I'm trying to work out why some apps are so laggy (WhatsApp & TVShows to name two) but others seem to be almost as smooth as the native apps (e.g. NextGen Reader & Simple Paper). Is it down to lack of UI acceleration or do they just need more optimisation (in respect to the code).
Click to expand...
Click to collapse
Please read in the XNA forumx for a how to and downloads its very help full at least for me

The Base OS Stock Applications and OEM Apps may use Native Code. That is why they run better. That's why HTC Hub is so damn smooth, but 3rd party apps that use a lot of graphics resources just aren't.
It's disingenuous to assume that it's the developers' fault. Didn't people do the same exact thing when others were complaining about the list scrolling issues?
Additionally, much of the stock Apps are almost devoid of graphics. Messaging, Email, Calendar, etc. There isn't much graphics to render, so the phone has no issues giving great performance. I'm almost sure Microsoft utilized Native Code for Internet Explorer, and probably Zune functionality as well.
There's a huge difference in performance when using something like Zune or Internet Explorer, even when there is a ton of graphical resources being displayed on the screen (tons of album art, etc.) and a 3rd party application like Pulse which lags like crazy.

N8ter said:
The Base OS Stock Applications and OEM Apps may use Native Code. That is why they run better. That's why HTC Hub is so damn smooth, but 3rd party apps that use a lot of graphics resources just aren't.
It's disingenuous to assume that it's the developers' fault. Didn't people do the same exact thing when others were complaining about the list scrolling issues?
Additionally, much of the stock Apps are almost devoid of graphics. Messaging, Email, Calendar, etc. There isn't much graphics to render, so the phone has no issues giving great performance. I'm almost sure Microsoft utilized Native Code for Internet Explorer, and probably Zune functionality as well.
There's a huge difference in performance when using something like Zune or Internet Explorer, even when there is a ton of graphical resources being displayed on the screen (tons of album art, etc.) and a 3rd party application like Pulse which lags like crazy.
Click to expand...
Click to collapse
why is it only a very small amount then if it isn't poor coding?
Hardly any apps do it, which makes you assume it is the development.

A lot of apps perform poorly compared to the stock apps. Apps that do not use a lot of graphical resources are better off since the hardware has hardly anything to render, anyways.
Sent from my SGH-T959 using Tapatalk

N8ter said:
That's why HTC Hub is so damn smooth, but 3rd party apps that use a lot of graphics resources just aren't.
Click to expand...
Click to collapse
Please, don't confuse people.
That's not a reason for this. HTC Hub uses native code only for accessing to the registry using internal drivers.
N8ter said:
Additionally, much of the stock Apps are almost devoid of graphics. Messaging, Email, Calendar, etc. There isn't much graphics to render, so the phone has no issues giving great performance. I'm almost sure Microsoft utilized Native Code for Internet Explorer, and probably Zune functionality as well.
There's a huge difference in performance when using something like Zune or Internet Explorer, even when there is a ton of graphical resources being displayed on the screen (tons of album art, etc.) and a 3rd party application like Pulse which lags like crazy.
Click to expand...
Click to collapse
Every stock application, including even settings, are native and use an UIX (also called Silverlight for C++, mb I'm wrong). They don't use a managed code.
Ok, let's explain this.
Hardware acceleration is TURNED OFF by default, except a few elements.
If hardware acceleration is turned on for an element, what happens?
First - when element's property with a special attribute (like Background) changes, CPU RENDERS AN ELEMENT TO THE BITMAP
Second - Every time, when the region was overriden, on the phone's screen an ELEMENT ISN'T DRAWING, BUT THE BITMAP (cache) DRAWS.
Pros: cpu isn't using when perfoming transformations or changing opacity, because it's doing a gpu
Cons: if element is changing very often (except transformations and opacity) cpu must always redraw the bitmap
Also the very huge impact on perfomance is doing the CLR. Managed code usually much slower than native, even using JIT. Also additive impact is doing the managed wrappers and BCL classes.
Sorry for my english, I hope you've understood me. You can try my application (below in the signature) to see how have I am optimized it. It runs very smooth, but xaml parsing and managed wrappers are consuming too many cpu's time, that's why page transitions aren't as fast as the native.

Useless guy said:
Please, don't confuse people.
That's not a reason for this. HTC Hub uses native code only for accessing to the registry using internal drivers.
Every stock application, including even settings, are native and use an UIX (also called Silverlight for C++, mb I'm wrong). They don't use a managed code.
Ok, let's explain this.
Hardware acceleration is TURNED OFF by default, except a few elements.
If hardware acceleration is turned on for an element, what happens?
First - when element's property with a special attribute (like Background) changes, CPU RENDERS AN ELEMENT TO THE BITMAP
Second - Every time, when the region was overriden, on the phone's screen an ELEMENT ISN'T DRAWING, BUT THE BITMAP (cache) DRAWS.
Pros: cpu isn't using when perfoming transformations or changing opacity, because it's doing a gpu
Cons: if element is changing very often (except transformations and opacity) cpu must always redraw the bitmap
Also the very huge impact on perfomance is doing the CLR. Managed code usually much slower than native, even using JIT. Also additive impact is doing the managed wrappers and BCL classes.
Sorry for my english, I hope you've understood me. You can try my application (below in the signature) to see how have I am optimized it. It runs very smooth, but xaml parsing and managed wrappers are consuming too many cpu's time, that's why page transitions aren't as fast as the native.
Click to expand...
Click to collapse
a concise answer from someone who actually knows what they're talking about.
Thanks for that!

Yes, 3rd party apps that run in the silverlight / XNA sandbox do actually have GPU Acceleration turned on by default. If an app is not as smooth as the native apps, its because it was designed badly. You can checkout a number of apps such as Feed Me, Fast XDA, etc that are exceptionally fast and quite nicely depict native apps

Agreed - it's mostly down to poor developement practices, from developers who haven't properly read through the documention.
For example, parsing data on the UI thread is just stupid - should always be done on a background thread.
The amount of applications that also DONT BitmapCache images, therefore leaving most of them being constantly drawn by the CPU is ridiculous - and this one of the main reasons a lot of image intensive apps slow down - poor coding. That, and the developers are also using UI thread decoding for the images themselves, and not using background thread decoding introduced in Mango which improves interaction performance alot.
Marshalling updates for the UI thread using Dispathcer.BeginInvoke(() => Dispathcer.BeginInvoke(() => .... )) is also a good idea, as it tends to mean it has to wait for the UI thread to be cleared before invoking the code you sent through.
There are other instances where they're just trying to load to animate far too much at one time - instead of lining up animations and updates one by one, they're just letting things all try and run at the same time and bottleneck each other.
Effective use of BitmapCache's, and marshalling updates in queues rather than free-for-all, and NOT changing visibilites on UI elements, as this forces them to be redrawn. A better, though more code intensive way is to set the opacity to zero and disable hit testing. That way the resources are still oaded on the GPU, and won't have to redrawn every time they're shown.
It's certainly not possible to get the apps to perform as good as native (Silverlight is still quite... "performance hungry", especially in regards to XAML parsing), but you can certainly get them to be really acceptable, and personally I think my apps stand out as some of the better performing ones (complete with animations and lots of data - search "Springy for formspring" or "Artist Info" on your phones)

~Johnny said:
Agreed - it's mostly down to poor developement practices, from developers who haven't properly read through the documention.
Click to expand...
Click to collapse
Indeed, yes it is!

We should look at some open source WP7 app code to see what the devs are doing.

N8ter said:
We should look at some open source WP7 app code to see what the devs are doing.
Click to expand...
Click to collapse
Those open source programs are usually written by the codemonkeys.

Useless guy said:
Those open source programs are usually written by the codemonkeys.
Click to expand...
Click to collapse
That's the whole point. To look at them and see what they're doing wrong.
Duh?

Related

Force 2d acceleration

I dont know if this got discussed already, but I just used the force 2d acceleration feature in the developer menu and hat a GREAT increase in perfomance, specialy in image heavy applications.
If you dont know this already test it, if you know it let us know
Some feedback on battery perfomance somebody?
You'll find some apps don't work too good with it enabled though.
Sent from my Galaxy Nexus using XDA App
If you use any type of comic book reader, you will be happy by turning on 2d acceleration. went from horrible 2fps choppy crap to buttery smooth.
Daxten said:
I dont know if this got discussed already, but I just used the force 2d acceleration feature in the developer menu and hat a GREAT increase in perfomance, specialy in image heavy applications.
If you dont know this already test it, if you know it let us know
Some feedback on battery perfomance somebody?
Click to expand...
Click to collapse
bah seriously.. someone needs to write up a sticky for this kind of thing. Developer Options are not meant for regular users. There's no reason to enable them unless you specifically need to.
A few reasons why you don't want to enable it
- some apps don't handle this well and will result in everything from poor performance, weird graphical glitches, or even stop the app from loading at all
- there is actually considerable memory overhead to GPU acceleration (8MB vs 2MB). So you're really just making your multi-tasking situation worse.

[Q] Should This help for lag?

Was on the portal and noticed this:
Hey everyone,
So, I was experiencing significant lag as we all do from time to time, and decided I was going to get to the bottom of it.
After tracing and debugging for hours, I discovered the source of 90% of Android's lag. In a word, entropy (or lack thereof).
Google's JVM, like Sun's, reads from /dev/random. For all random data. Yes, the /dev/random that uses a very limited entropy pool.
Random data is used for all kinds of stuff.. UUID generation, session keys, SSL.. when we run out of entropy, the process blocks. That manifests itself as lag. The process cannot continue until the kernel generates more high quality random data.
So, I cross-compiled rngd, and used it to feed /dev/urandom into /dev/random at 1 second intervals.
Result? I have never used an Android device this fast.
It is literally five times faster in many cases. Chrome, maps, and other heavy applications load in about 1/2 a second, and map tiles populate as fast as I can scroll. Task switching is instantaneous. You know how sometimes when you hit the home button, it takes 5-10 seconds for the home screen to repopulate? Yeah. Blocking on read of /dev/random. Problem solved. But don't take my word for it .. give it a shot!
Update!
I've built a very simple Android app that bundles the binary, and starts/stops the service (on boot if selected). I'll be adding more instrumentation, but for now, give it a shot! This APK does not modify /system in any way, so should be perfectly safe.
This is my first userspace Android app, so bear with me!
Note that this APK is actually compatible with all Android versions, and all (armel) devices. It's not at all specific to the Captivate Glide.
Caveats
There is a (theoretical) security risk, in that seeding /dev/random with /dev/urandom decreases the quality of the random data. In practice, the odds of this being cryptographically exploited are far lower than the odds of someone attacking the OS itself (a much simpler challenge).
This may adversely affect battery life, since it wakes every second. It does not hold a wakelock, so it shouldn't have a big impact, but let me know if you think it's causing problems. I can add a blocking read to the code so that it only executes while the screen is on. On the other hand, many of us attribute lag to lacking CPU power. Since this hack eliminates almost all lag, there is less of a need to overclock, potentially reducing battery consumption.
If you try it, let me know how it goes.
ROM builders - feel free to integrate this into your ROMs (either the .apk / application, or just the rngd binary called from init.d)!
If anyone's interested, I've launched a paid app on the Play store for non-xda users. As I add features I'll post the new versions here as a thanks to you guys (and xda community at large for being such a great resource). But if anyone's interested in the market's auto-update feature, just thought I'd mention it.
Cheers!
Click to expand...
Click to collapse
Should this help with the lag that we get on the Play?
If anyone else wants to try it heres the link to the thread:
http://forum.xda-developers.com/showthread.php?t=1987032
I tried it and it i got faster loading on some minor stuff (like contact picture loading) and apps installed on the internal memory seems to load faster, in terms of UI smoothness I don't notice any difference, because UI is smooth since the beginning
I think i may try it out although i don't see any instructions
Sent from my ASUS Transformer Pad TF300T using xda app-developers app
BTW, somebody already posted this in the XPlay Android Dev section:
http://forum.xda-developers.com/showthread.php?t=2073382

What is ART?..you may ask. (4.4 Art vs. Dalvik )

I DO NOT take any credit for the information provided. Just helpful information.
What Is ART?
ART, which stands for Android Runtime, handles app execution in a fundamentally different way from Dalvik. The current runtime relies on a Just-In-Time (JIT) compiler to interpret bytecode, a generic version of the original application code. In a manner of speaking, apps are only partially compiled by developers, then the resulting code must go through an interpreter on a user's device each and every time it is run. The process involves a lot of overhead and isn't particularly efficient, but the mechanism makes it easy for apps to run on a variety of hardware and architectures. ART is set to change this process by pre-compiling that bytecode into machine language when apps are first installed, turning them into truly native apps. This process is called Ahead-Of-Time (AOT) compilation. By removing the need to spin up a new virtual machine or run interpreted code, startup times can be cut down immensely and ongoing execution will become faster, as well.
At present, Google is treating ART as an experimental preview, something for developers and hardware partners to try out. Google's own introduction of ART clearly warns that changing the default runtime can risk breaking apps and causing system instability. ART may not be completely ready for prime time, but the Android team obviously feels like it should see the light of day. If you're interested in trying out ART for yourself, go to Settings -> Developer options -> Select runtime. Activating it requires a restart to switch from libdvm.so to libart.so, but be prepared to wait about 10 minutes on the first boot-up while your installed apps are prepared for the new runtime. Warning: Do not try this with the Paranoid Android (or other AOSP) build right now. There is an incompatibility with the current gapps package that causes rapid crashing, making the interface unusable.
How Much Better Is It?
For now, the potential gains in efficiency are difficult to gauge based on the version of ART currently shipping with KitKat, so it isn't representative of what will be possible once it has been extensively optimized. Thus far, estimates and some benchmarks suggest that the new runtime is already capable of cutting execution time in half for most applications. This means that long-running, processor-intensive tasks will be able to finish faster, allowing the system to idle more often and for longer. Regular applications will also benefit from smoother animations and more instantaneous responses to touch and other sensor data. Additionally, now that the typical device contains a quad-core (or greater) processor, many situations will call for activating fewer cores, and it may be possible to make even better use of the lower-powered cores in ARM's big.LITTLE architecture. How much this improves battery life and performance will vary quite a bit based on usage scenarios and hardware, but the results could be substantial.
What Are The Compromises?
There are a couple of drawbacks to using AOT compilation, but they are negligible compared to the advantages. To begin with, fully compiled machine code will usually consume more storage space than that of bytecode. This is because each symbol in bytecode is representative of several instructions in machine code. Of course, the increase in size isn't going to be particularly significant, not usually more than 10%-20% larger. That might sound like a lot when APKs can get pretty large, but the executable code only makes up a fraction of the size in most apps. For example, the latest Google+ APK with the new video editing features is 28.3 MB, but the code is only 6.9 MB. The other likely notable drawback will come in the form of a longer install time for apps - the side effect of performing the AOT compilation. How much longer? Well, it depends on the app; small utilities probably won't even be noticed, but the more complex apps like Facebook and Google+ are going to keep you waiting. A few apps at a time probably won't bother you, but converting more than 100 apps when you first switch to ART is a serious test of patience. This isn't entirely bad, as it allows the AOT compiler to work a little harder to find even more optimizations than the JIT compiler ever had the opportunity to look for. All in all, these are sacrifices I'm perfectly happy to make if it will bring an otherwise more fluid experience and increased battery life.
Overall, ART sounds like a pretty amazing project, one that I hope to see as a regular part of Android sooner rather than later. The improvements are likely to be pretty amazing while the drawbacks should be virtually undetectable. There is a lot more than I could cover in just this post alone, including details on how it works, benchmarks, and a lot more. I'll be diving quite a bit deeper into ART over the next few days, so keep an eye out!
Special thanks to Bart Tiemersma for his contributions!
Credits : http://www.androidpolice.com/2013/1...-in-secret-for-over-2-years-debuts-in-kitkat/
Sent from my LG-LS970 using XDA Premium 4 mobile app

[Q] ART Enabled - Android Upgrading on Every Reboot

It would appear that after I enabled ART that it needs to "Optimize Apps" every reboot. When I first enabled it and after first reboot it had to optimize around 360 apps - which is certainly normal because that's the whole point of Android Runtime - However, what I did not expect to happen is that upon every reboot it has to optimize about 60 or so apps every time.
Maybe I have a wrong understanding of how ART works:
Without ART, android apps and even some system apps are available as interpreted code rather than compiled code. Interpreted code is compiled at runtime and is being interpreted on the fly hence JIT. This affects the performance throughout the app lifecycle and not only during launch time. Scrolling, transitions, fluid motions, etc are all affected. This explains why iOS or WP run apps faster even on slower hardware. This is because they run native machine code and not interpreted code like Android. WP and iOS has no middle ground between apps and machine. Google on the other hand had to tackle issue of multiple hardware configurations for each device. Knowing that, interpreted code was the obvious solution. Now with ART, interpreted code will be compiled upon installation making the app on android native to the system. Apps won't run on a virtual machine anymore. This will save CPU power, that will impact positively and dramatically on the battery life, which in the end will make applications run way faster. Think about ART as a compiler for interpreted code. The more optimized the compiler, the faster and more optimized the application will be.
That being said, my understanding of ART is that it should only optimize once, that is - after the app has been installed.
Correct me if I am wrong, but ART should decrease BootTime instead of Increasing it.
Right now my BootTime is a lot longer because it is optimizing Apps each time (The same number of apps)
it will eventually stop if you keep rebooting.
This kept happening to me and i decided to go back to dalvik until I'm forced to change. There is a thread in the main section where we've been discussing this.
http://forum.xda-developers.com/showthread.php?t=2908901
Sent from my SM-N910P using Tapatalk

Redmi 1s .................gaming

Hiiiii ! ...........RED ARMY SOLDIERS.............
IN THIS THREAD............
ALL ARE TALKING ABOUT. ROMS .......KERNELS........ MODS.....ETC........
This thread is for REDMI 1S GAMING. as the title says....
The topics included in this thread are as Follows
Topic's
What are the Games that we can actually play in this Little DEMON
What are the lag removing (I.e.,performance improving) APPS
Which is the Best ROM for Playing Games.
( I.e.,Some Big Games Like nova 3,NFS mW...etc...)
what are the mods that improve Ram management..... GPU & CpuCPU performance
I'll be posting the suggestions......links.....and all others in the next POST.....
NEXT POST WILL BE IN NEXT 24 HOURS
Until then see you RED SOLDIERS​
WANT ANY SUGGESTIONS PLEASE COMMENT​
. Some Apps to improve gaming performanceYou can Find All the APPS ON PLAYSTORE
performance apps and tricks that will speed up your Android
1.Android assistant​Android AssistantWith downloads in the 10 to 50 million ballpark,Android Assistant(AA) has managed to score an impressive 4.6 stars! If anything, the non-flashy, conservative interface should be nothing less than an indication that this is a timeless collection of tools that just works. Keeping track of what's important, the first tab features the coveted Quick Boost button. Alike many other similar applications, AA will flush all the unneeded processes and services down the drain, leaving more juice for you to play with. Under the Process tab, you'll get more of an in-depth view of what's running on your system -- killing those is within the tools AA offers, but this is only a temporary solution (more on this later). The other, more important tool, is the System Cleaner, which allows you to free up space by wiping the cache of apps, the web and other. Keep in mind that you're better off keeping the cache of apps that you use daily -- wiping it will actually slow down their launch time in consequence..
2.Seeder
​. Most of the Android userare not aware of this apps. This single app can significantly improvethe stability, and smoothness of the device to good extent. It makes apps switching very smooth, overall User interface will be lagfree, and you can own feel it. This is a paid apps but worth all the money. Remember, this application do not improve the performance but instead make it very smooth, and stable.It ends this of someuseful root applications. If you have your favorite app, then let us know. Use them wisely to improve, and enhance the usabilityof phone, and for high performance too.​3.NOMone Resolution changer app​. NOMone Resolution Changer is a great app that allows users to decrease their device’s resolution to get a better framerate and increase the overall gaming performance of a rooted device. Now, I know that veteran Android developers can achieve the same result on any rooted Android device with the help of a terminal but let’s face it, not all of us are that tech savvy.The GUI of the app is real simple and doesn’t take much to get used to. You can experiment with the resolutions with ease and choose the one which provides the perfect balance between graphic quality and gaming performance.​Performance of the Android Can also Be improved by Running Various SCRIPTS
Good idea...nd waiting
I think its already 24 hours?????
Eziogamer said:
Good idea...nd waiting
Click to expand...
Click to collapse
. Some Apps to improve gaming performanceYou can Find All the APPS ON PLAYSTORE
performance apps and tricks that will speed up your Android
1.Android assistant​Android AssistantWith downloads in the 10 to 50 million ballpark,Android Assistant(AA) has managed to score an impressive 4.6 stars! If anything, the non-flashy, conservative interface should be nothing less than an indication that this is a timeless collection of tools that just works. Keeping track of what's important, the first tab features the coveted Quick Boost button. Alike many other similar applications, AA will flush all the unneeded processes and services down the drain, leaving more juice for you to play with. Under the Process tab, you'll get more of an in-depth view of what's running on your system -- killing those is within the tools AA offers, but this is only a temporary solution (more on this later). The other, more important tool, is the System Cleaner, which allows you to free up space by wiping the cache of apps, the web and other. Keep in mind that you're better off keeping the cache of apps that you use daily -- wiping it will actually slow down their launch time in consequence..
2.Seeder
​. Most of the Android userare not aware of this apps. This single app can significantly improvethe stability, and smoothness of the device to good extent. It makes apps switching very smooth, overall User interface will be lagfree, and you can own feel it. This is a paid apps but worth all the money. Remember, this application do not improve the performance but instead make it very smooth, and stable.It ends this of someuseful root applications. If you have your favorite app, then let us know. Use them wisely to improve, and enhance the usabilityof phone, and for high performance too.​3.NOMone Resolution changer app​. NOMone Resolution Changer is a great app that allows users to decrease their device’s resolution to get a better framerate and increase the overall gaming performance of a rooted device. Now, I know that veteran Android developers can achieve the same result on any rooted Android device with the help of a terminal but let’s face it, not all of us are that tech savvy.The GUI of the app is real simple and doesn’t take much to get used to. You can experiment with the resolutions with ease and choose the one which provides the perfect balance between graphic quality and gaming performance.​Performance of the Android Can also Be improved by Running Various SCRIPTS
slst said:
I think its already 24 hours?????
Click to expand...
Click to collapse
. Some Apps to improve gaming performanceYou can Find All the APPS ON PLAYSTORE
performance apps and tricks that will speed up your Android
1.Android assistant​Android AssistantWith downloads in the 10 to 50 million ballpark,Android Assistant(AA) has managed to score an impressive 4.6 stars! If anything, the non-flashy, conservative interface should be nothing less than an indication that this is a timeless collection of tools that just works. Keeping track of what's important, the first tab features the coveted Quick Boost button. Alike many other similar applications, AA will flush all the unneeded processes and services down the drain, leaving more juice for you to play with. Under the Process tab, you'll get more of an in-depth view of what's running on your system -- killing those is within the tools AA offers, but this is only a temporary solution (more on this later). The other, more important tool, is the System Cleaner, which allows you to free up space by wiping the cache of apps, the web and other. Keep in mind that you're better off keeping the cache of apps that you use daily -- wiping it will actually slow down their launch time in consequence..
2.Seeder
​. Most of the Android userare not aware of this apps. This single app can significantly improvethe stability, and smoothness of the device to good extent. It makes apps switching very smooth, overall User interface will be lagfree, and you can own feel it. This is a paid apps but worth all the money. Remember, this application do not improve the performance but instead make it very smooth, and stable.It ends this of someuseful root applications. If you have your favorite app, then let us know. Use them wisely to improve, and enhance the usabilityof phone, and for high performance too.​3.NOMone Resolution changer app​. NOMone Resolution Changer is a great app that allows users to decrease their device’s resolution to get a better framerate and increase the overall gaming performance of a rooted device. Now, I know that veteran Android developers can achieve the same result on any rooted Android device with the help of a terminal but let’s face it, not all of us are that tech savvy.The GUI of the app is real simple and doesn’t take much to get used to. You can experiment with the resolutions with ease and choose the one which provides the perfect balance between graphic quality and gaming performance.​Performance of the Android Can also Be improved by Running Various SCRIPTS
"Red Army soldiers"??? Wrong forum, mate!
Try this one http://en.miui.com/forum-58-1.html

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