Animated MoPub (AdMob native) ads overlayed on a game black out screen - android

I've got a game based on AndEngine using MoPub ads with the AdMob adapter, and with v6.1.0 of the AdMob SDK. I'm using the latest mopub-client code pulled from GitHub today. I've also tried this after removing the native adapter.
I display ads using a FrameLayout which contains a SurfaceView and the MoPubView.
The device I'm testing on is a 4.1 (Jelly Bean) Galaxy Nexus.
Problem is, when the ad happens to be one with multiple frames, as the frames change, the rest of the screen goes blank (i.e., the game vanishes and users are left with a black screen with the banner ad still dutifully rendering in the top)
This seems to occur more frequently if I leave the app then return to it.
Also, if I make a dialog appear (with the back button), the game will reappear behind it until I :
1) dismiss the dialog
2) wait for the next frame in the banner ad animation
Any ideas how I can debug this further, or has anyone encountered this before and knows what I need to do? Is there a better alternative method for overlaying a banner on a SurfaceView?
Cheers

i had the same problem on a Nexus 7 and it was solved with:
adView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);

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Its random when this happens, and it flickers continuously
I have banner ads and video ads in my app and thats the way i call them:
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My ads are integrated in a Recyclerview that loads a CardView with the Webview inside. I have 4-5 on each site but there were no problems with the amount of ads, never. There must be kind of issue with the Webview or the Chrome Driver itself? Thats what came up when I searched for my problem
Does anyone encountered this problem?
E/chromium: [ERROR:tile_manager.cc(793)] WARNING: tile memory limits exceeded, some content may not draw
I resetted the Android System Webview in Settings -> Apps and now the flickering is gone!
84.0.4147.111 was the latest version and stock version of my Galaxy S10 80.0.3987.99 works now!
Hope this gets fixed:
https://bugs.chromium.org/p/chromium/issues/detail?id=1005077

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The game itself had a bunch of layers to accommodate all the animations, and the Ad later was on top of the game layers, this messed up the renderer as it had to cater for the ad while rendering the scene. We had to hide the ad during game play to ensure full speed animation. An alternative was to adjust the size of the animation layers to ensure that they did not overlap the ad layer, but we did not go that route as our home grown framework did not support that.
Hope that helps.

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I used full screen ad in a different way for example :
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I have done 5 sec. wait to display ad, after that i want to remove ad without any click event, i don't know how it is possible..?
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As describe on RevMob Documentation site:
hide()
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When I load up my app, it can take around 5-10 seconds for the ad to display. Realistically, the user would have moved onto another screen by then so would never see them.
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