Replies: 74 comments 85 replies
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I have the same problem with slow rendering. Here is a short video |
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Same for Huawei P20 Pro. |
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What you see in the video posted above is the effect of producing a map view from vectorized maps, which is needed for navigation and making all features of the map and their appearance fully configurable. Versus a so called raster or tile map, where you merely cache predefined images and display them on demand. This takes much more storage, is rigid in appearance, but fast. In OsmAnd you can test by activating the built in Online maps plugin, then under Configure map/Map source select a tile map source. Please note that initially tiles have to be downloaded, so you would see the speed gain only after that. Regarding the original post: How drastic is the issue reported? Is it like shown in the video, which seems the current state of the art for mid range hardware (including sd cards), or is it a lot worse? |
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I think that the issue is the same like on the video. I also tested the map on snapdragon 632 with normal ROM and the rendering speed was slow. |
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I experience this as well, just as bad as the video posted above, on a OnePlus 7T, which is Snapdragon 855+, top of the line, so it's definitely the app. The performance of the renderer is quite bad. |
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It's also worth noting that online maps don't seem to make much of a difference: https://gfycat.com/giftedspitefularcticfox So I don't think it's a vector vs raster thing. |
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Is any work being planned on this? This is one of the most common complaints about OSMAnd, next to the router doing weird things. |
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it's worth noting the iPad version is extremely fast and basically instant, this is really android specific. |
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Love the app, thanks! But also finding the vector rendering slow. While I understand the benefits of it, I don't understand why the result of the render is not cached. If I scroll left, then right again it seems to have to redraw from the vector again, yet nothing has changed - surely a short lived cache of the render results (5 mins? 30 mins?) would really help? EDIT: comments below have clarified that it's nothing to do with vector/raster. |
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I really don't think vector vs raster has anything to do with it, it's likely just the implementation. Almost every other navigation app uses vector graphics, and none of them are slow. |
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Indeed the render speed on a Nokia 5 is on the edge of usability. Regular render times as shown in debug mode of 3-5 seconds makes it appear very laggy. - Latest OsmAnd version an Android 9. Is there some improvement work going on about this? Can other useful debug information be provided? |
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I have a recording from my Pixel 2 XL running GrapheneOS (Android 11). Another thing to note is it works nearly perfectly/instantly on an iPhone 8, so I agree with what @dead10ck said about raster vs vector. Recording: https://archive.cliveptr.cc/github.com/osmandapp/OsmAnd/issues/8370/OsmAnd%20being%20slow.mp4 |
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Yep, @CliveTheSecond details my problem accurately. That video is exactly my experience (I'm on Android 8.1). Please ignore my raster/vector comment. Sometimes during actual road navigation it can't draw the map fast enough to show me where I'm going, so I've had to go back to Google Maps, and not use the navigation function, which seems a shame. Sounds promising that the IOS version is smoother; makes it sound fixable. |
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I can observe this as well on a Pixel 4a with Android 11. Maybe a short term fix could be to add an option to increase the "view range" that would render tiles that are outside the screen? I also agree that caching would help a lot. Modern phones have a decent amount of (V)RAM, so keeping the tiles in memory should not cause any major problems. I also suspect that OsmAnd might not use the full concurrency available on modern multi-core systems. Maybe increase the number of threads that render the map tiles? |
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I'm experiencing the same problem. Device: Sony Xperia XA2 Rendering times are pretty slow (~4-5 seconds) and this gets way worse when scrolling around a bit.
Maybe, but there's a case to be made that throwing resources at it would only conceal the actual problem. If it is how others have stated (iOS version rendering very fast) then I would argue looking at this first is a lot more promising. |
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Just got a new phone (Xiaomi Poco M4 Pro) which i find pretty fast and performant ... however even though every other app performs much better than it did on my previous phone (Samsung Galaxy S8), Osmand is even slower now ... it takes about a second to render when i zoom out or move ... doesn't matter whether i use relief-shading or not .... |
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I wonder, maybe the problem is with obf format? |
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On my galaxy s9+ rendering speed increased significantly after deletion of downloaded maps except for current region. It may indicate some inefficiencies in data lookup part. |
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I just got an S22 Ultra with 12GB RAM (couldn't find 16GB anywhere but
Asia). For this app, I think RAM may be one of the most important
resources. On my phone, OsmAnd runs ok, renders ok. And I have the whole
lower 48 of the USA loaded. For my use case, that's important - I travel
coast to coast couple times a year taking different routes and I don't
want to find myself sans map in the wrong place (no connection).
Not sure if I have the opengl option enabled on this phone - I didn't
see anything that looked like that setting, even under "Developer".
I know the dev team is stretched but there _must_ be bottlenecks in the
normal processing and they can't be _that_ hard to find. (?) Hopefully.
And once listed, I really think they deserve some priority because
OsmAnd was simply not usable on my previous phone. Maybe it's better
with what's selling mass market today, which seems to be 8GB.
Just putting my vote in here to up the priority of "optimizing", or more
than that, the element creation and rendering engine. I have probably
one of the most powerful platforms out there and OsmAnd runs... ok.
Think of rest of those travelers...
Just sayin'.
Rufus
…On 1/30/23 14:23, Mars Yush wrote:
I have a headache and go to doctor and doctor says "no, you haven't"
sometimes I get the impression that osmand team don't use its own
product in the real world.
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my 2 cents - with the old engine it was very visible that there was little to no caching of the generated map. I swiped left, map was rendered, swipe back right to where I was before - map was rendered again. With the opengl rendering it is much faster but still noticeable eg on POIs on the map. This would probably not solve the issue, but would reduce the frustrating factor when searching for something on the map, swiping around and the app keep re-rendering again and again same areas. |
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Indeed, IMHO caching should always be a consideration, regardless of how powerful or fast we may think the engines are or could be... |
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following this conversation, i switched to render engine v2, and admit it's working better than v1. thanks a lot |
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It's great to hear your words that there is much awareness and action
around rendering and moving forward. Thank you devs for all your efforts.
Cheers,
Rufus
…On 1/31/23 12:05, vshcherb wrote:
Your issue was reported on legacy rendering and there was no further
analysis on new rendering.
* Cache is something possible to introduce but mostly not needed
* Rendering of text disappears between zoom and the problem is
recognized, at least it's in a process thinking
* Intermediate zoom will be introduced this year, so it should change
how interaction looks like
Also with recent update of 3D maps and recent release we encounter quite
a big list of open issues related to large amount of tracks and how
interaction looks in 3D, so it's quite a huge progress going on right
now with rendering.
For example, only in 4.3 we've finalized smooth animation during
navigation that supports 60-120 FPS and moves gently on turns and on
straights. Initial public release of opengl hapened just Jun 2022 (4.2),
so I'm pretty confident that there is a huge progress and lots of things
going to improve.
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very nice improvement |
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NEW: I did implement the new map renderer from SDK 18+ and improved my maps, now 5x faster & smoother. https://developers.google.com/maps/documentation/android-sdk/renderer Add this to your build.gradle In your app (MainActivity) class MapRendererOptInApplication extends Application implements OnMapsSdkInitializedCallback { @OverRide @OverRide |
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Hi, I don't know what the development state is now, but, with my old FP2 (unfortunately stuck on LineageOS 18.1, though fully degooglified and kept in the lightest and sanest state as possible), the performance has been slowly degrading (it was great 2-3 years ago) to the point where the app is almost unusable -- not much difference with engine v1 vs v2. See also other reports with newer devices. As my phone is rooted and I have full control of it, I wonder if there's any system-level tweak I may try. Cheers, Marco |
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You can try to improve map rendering speed by disabling features that are less important. 3D relief, terrain, contour lines. |
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If you don't need above features just go back to 4.5.10 or even 3.5.7. |
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@scaidermern, @mariush444, thanks for the tips! |
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I was playing around with this and comparing osmand to organic maps and magic earth, I think what organic maps and magic earth might be doing is caching certain parts of the map, and then only rendering details like labels, icons, etc as you move around. So the most fundamental layers like roads always quickly display as you pan around, but the other things take a similar amount of time to load as osmand. Maybe osmand could do something similar, like cache an extremely stripped version of the map in an area that's, say, 200% bigger than the screen, ready to display instead of the gray grid, and then let all other details on top of that render in their own time, when visible? |
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Device: Motorola G7
OS: Android 9 (LineageOS nightly)
Version: 3.3.5 (latest F-Droid version)
When I interact with the map it is very slow to respond. Specifically if I zoom out, the middle tile remains while all of the other tiles around it are black for around 3-5 seconds then it draws the map all at once.
If I zoom in, everything is blurry for 3-7 seconds then it either renders all at once or the elements slowly trickle in.
I can't image this is a limitation of the phone. It is a midrange phone but a current market version. All other software installed acts normally including another map application which zooms smooth and normally.
If I scroll off the screen the map can't keep up either, I see black boxes at the edges, the elements are blurry.
I have tried downloading offline maps, tried changing maps, using online maps, disabled animations, removed all layers and plug-ins except the base map but nothing helps.
I would say it is almost unusable like this.
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