LibGDX game lags when touch - android

I use LibGDX for rendering a game. I discovered a strange issue on Samsung S3. When touching a screen FPS goes down and animation jumps.
On other devices the app works smoothly. Touch callback is very fast and shouldn't affect a performance.
For adding touch support I use
Stage stage = new Stage(new FitViewport(Gdx.graphics.getWidth(),
Gdx.graphics.getHeight()));
Gdx.input.setInputProcessor(stage);
Could you please advice what might be the root of the issue?

Posting the answer in order to help others..
When enabling Show Touches setting in Developer Options be aware that it might decrease FPS of your game. It was my case.

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I have faced a similar issue with abrupt animations. Actually, the problem is not with the refresh rate of the device, the application might not be using the full hardware capabilities of the Android device, so not much can really be done
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(image demonstrates issue)
(image showing how graph should look - still couple minor gaps)
I think this post by Romain Guy answers some of your question: http://android-developers.blogspot.com/2011/03/android-30-hardware-acceleration.html
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Try forcing a refresh after the resize gestures.
Have a look at my old Accelerometer Toy app. (Yeah, it REALLY need updating...) If you don't see the problem with that app then I can probably help.

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(I tried to stuff the question with keywords in case someone else has this issue - I couldn't find much help.)
I have a custom View in Android that contains an LED bargraph that displays levels received via socket communication. It's basically just a clipped image. The higher the level, the less clipped the image is.
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Update: I found a page in the Docs that does suggest implementing my widget as a SurfaceView is the way to go:
http://developer.android.com/guide/topics/graphics/2d-graphics.html
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SurfaceView seems overkill for what I want to do. The best-practice method is to "own" the whole canvas, but I have already developed the rest of my controls and layouts and they work well. It must be possible to get some better performance with what I have, especially since interacting with the UI makes the redraw speed satisfactory.
It turns out SurfaceView was the way to go. I was benchmarking on an older phone which didn't help. (The frame rate using a standard View was fine on an ASUS eeePad). I had to throw away some code, but the end result is smoother and faster with SurfaceView. Further, I was able to re-use more code than I expected and actually dramatically simplified my multitouch handling code (since everything I want to touch is in the same SurfaceView.
FYI: I'm still only getting about 15fps on Droid X, but half of the CPU load appears to be data packet processing. The eeePad is doing almost 40fps now -- and my data rate is only 20 samples/sec.
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