And I remember having used slow single core phones running Osmand with 512mb of Ram, a long time ago...
I guess Osmand uses only single-core performance, it doesn't take advantage of the multi-core processing.
With Osm-live updates, it gets even slower.
But I do use it daily for car navigation and Osm adding/editing of POI, and recording notes for later.
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Warning: long mail ahead :)Part of the problem is the huge amount of map data.If you compare OsmAnd to other nav apps, you see that the amount of map data and details is the highest of all (and so is the size).Here Maps, Mapfactor Navigator, Navmii, Google Maps: not one of them contains that much detail. Google Maps as such does but not when in navigation mode.Maybe the OsmAnd code is relatively well optimized already but if you need to display/render such an extreme amount of extra data you will never be able to do that fluently unless it is on a high-end phone and maybe when using multiple processors.I have multiple times asked for a render mode that was as clean as possible for car navigation because all this unnecessary data only distracts your from what is really important. That is also exactly what the other nav apps do: They show you what you need to see while driving. All those "stupid" details are unnecessary. (Whereas you want to see those details while cycling or hiking).The roads-only roads do exactly this and they are much faster. If you compare these roads-only maps with e.g. Mapfactor Navigator and Navmii, these contain less data, but it's not a big difference as these maps are quite "empty" as well.
I see two root cases of the problem:
1) Osmand is not multi-threaded
2) Osmand doesn't use OpenGL
But that's not all. Remember 1.x versions of Mapfactor? They were not using HW rendering (just like Osmand). Even with the very few details in map the movement was choppy. Now Mapfactor 2.x shows 3D semi-transparent buildings and is perfectly fluent. Why? They introduced OpenGL rendering.