andengine (android opengl) low cpu usage - android

I have an andengine game, which has:
45-50-55 fps on a normal Galaxy S3, the phone temperature is warm.
stable 60 fps on CM11 Galaxy S3 with root in performance mode (maximum cpu frequence = 1400mhz) . With root you can modify the cpu frequence. The phone temperature is almost hot.
40-45fps on my Nexus 6 (without root), but this phone is faster than galaxy s3! The phone temperature is almost cold.
The resolutions of the game are the same!
The main question is: why does my game fps same on the both device? On Nexus6 it should be faster!
The game is: https://play.google.com/store/apps/details?id=com.hattedskull.gangsters

when a cpu is faster but does show less performance then the other cpus, it could be that it uses only 1 of 2,4,8,12 cores. thats just 25% usages, s the cpu stays cold. a single core cpu will always burn at 100%, and gets warm. Multithreading is the solution. that will "force" the cpu to go at 100%, and the game will run faster

I am answering my question, because it is not obvious (for me), so the solution is:
Performance mode: After rooting the phone, I changed the scaling governor (at processor) mode in performance, changing min hz was not necessary. Now the phone are hot, not warm!
Mobil ads bad performance: I switched off all the internet connections (wifi, mobile), therefore the mobile ad disappeared from the game. I use admob in my game, which has not the best performance.
These caused the FPS drops in my game(s)!

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What can I use to run the CPU, GPU and GSM radio on simultaneously on Android?

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Here is some context. I am working on a 3d game on Android, and have been getting fluctuating FPS which is annoying.
Then I profiled the game and figured out that the processors were not always running at max clock speed. In fact, this was due to the fact that the active (as well as default) governor appeared to be 'interactive', which would try to act smart in that it would adjust clock speed according to current load.
I then rooted my device and set the governor to be 'performance', which locks clock speed at max. As the result the game was running super smooth giving a stable fps of 30.
The issue is that you don't have control, as an application, over what governor to use. That is, you cannot do anything if a player has an un-rooted phone, as it is an OS-level thing anyway. Even if they had their phones rooted, it would be still their, not our, judgement to make in which governor profile to activate.
So my question is, what can we do as developers, on application level, to 'trick' processors so that they are believed to have much work to do, which in fact they do not? The goal is to trick whatever governor to set clock speed at max, or at least at some fixed numbers, so that FPS would not fluctuate and make the game run at a performance that is lacking and below user expectations.
Thanks!

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echo performance > /sys/devices/system/cpu/cpu0/cpufreq/scaling_governor
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