I notice the other answers address that a game loop should be implemented, in the sense that you should always render your graphics/updates with respect to time offset in milliseconds rather than frames , which is true.
I found this page in an attempt to see if there were recommendations on ideal Adnroid framerates, but after Googling around, I m not finding any facts about optimal FPS usage. Not to say there aren t some magic numbers which are ideal for certain Android chipsets or anything like that. It s just that if there are, it s not a very significant enough point to be well known I suppose.
That said, I ll share my thoughts on ideal Android framerate after not finding any hard and fast answers, for anyone else wondering the same thing I did:
The ideal framerate is as small as possible without compromising user experience. The reason is that the more frames that are rendered per second, the more CPU cycles are used, the more battery is consumed. Certain games (e.g. Chess) don t have as much going on as a fast paced endless runner game for example.
Starting from a low number and increasing the framerate until the user experience feels good is probably a good indicator. It s something one should be able to adjust right near the end of app development prior to release.