I finished my Android game, and I am now looking to optimize.
On a lower end device, I get varying FPS (from 20-50).
As an example, at one point on the device I had the following:
Frame:31ms
Game:12ms
Draw:24ms
Draws:203
Prims:83k
Seeing how the frame is greater than both game and draw, I would assume I am GPU bound. However, these stats were captured using r.screenPercentage 1 (And yes, the command did indeed work).
So does this mean I am bound by the draw thread? If so, why is the frame greater to and not equal to draw?
(Second part to question)
How do I profile the issue? There is extremely little information on profiling the draw thread. The only things I have found have been :
1) Draw calls (I max out at 200, so I doubt that's a problem)
2) Object count (Not sure but I don't think my count goes above 1-2 hundred).
Hopefully I get some answers, I really want to finish this project and release it!
On a lower end device, I get varying FPS (from 20-50).
As an example, at one point on the device I had the following:
Frame:31ms
Game:12ms
Draw:24ms
Draws:203
Prims:83k
Seeing how the frame is greater than both game and draw, I would assume I am GPU bound. However, these stats were captured using r.screenPercentage 1 (And yes, the command did indeed work).
So does this mean I am bound by the draw thread? If so, why is the frame greater to and not equal to draw?
(Second part to question)
How do I profile the issue? There is extremely little information on profiling the draw thread. The only things I have found have been :
1) Draw calls (I max out at 200, so I doubt that's a problem)
2) Object count (Not sure but I don't think my count goes above 1-2 hundred).
Hopefully I get some answers, I really want to finish this project and release it!
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