I\'m drawing a rather large path in my view and I\'m running into some performance problems. The path is currently 32,000 points long, but my application should scale to at
Drawing a path will involve more than just "telling" the GPU to draw lines. A path has many characteristics, for example how ends of lines are treated or that a line is dotted, something that is not GPU accelerated. There is probably then another hickup when you encounter that many lines that makes the combination of CPU and GPU acceleration go slower. The suggested solution above to move to canvas.drawLines instead of canvs.drawPath and try to not use a fancy Paint method might help.
If that does not help you can try to use a GLSurfaceView and render lines directly into that instead. That will involve some OpenGL ES knowledge, but should not be incredibly hard to do and might be a lot more effective.