profile gpu rendering on screen as bars


However, if you are running animated content, skipping two out of three frames will result in a stuttering and jagged animation. Since I figured that out it has moved a couple more times on other videos, however I know what to look for now. Click the Show Visual Tree button on the menu bar to display the visual tree. The easiest way to understand the rendering performance of your app is to use Android’s built-in Profile GPU Rendering tool. Default value: PowerShell's GUID. Communicate to students how to submit homework assignments. There is a small performance impact when using Instant Run. See Analyzing with Profile GPU Rendering for details on each stage. The colored sections visualize the stages and their relative times. The bars vary depending on your device and version of Android, so they may not look exactly as illustrated. The CPU waits until there is space in the queue to place the next command. Represents the time it take to upload bitmap information to the GPU. Run the app with Profile GPU Rendering turned on and tap to swap pictures. The GPU works in parallel with the CPU. GPU Scaling can be applied using one of the following modes: Preserve aspect ratio - Expands the current image to the full size of the monitor while maintaining the aspect ratio of the image size. In Android Studio, turn off Instant Run for the physical and virtual devices you want to profile. Represents the time that the app spent executing code inside of an input event callback. To start profiling device GPU rendering while using your app, proceed as follows: On your device, go to Settings and tap Developer Options . To discover what causes your app's specific performance problems, use tools to collect data about your app's execution behavior. However, if your app does have a performance problem, tall bars can give you a hint as to where to start looking. Note the following: Each bar represents one frame rendered. Note: This course uses the terms "codelab" and "practical" interchangeably. The colored sections visualize the stages and their relative times. Open Internet Options; Once in the Internet Options, navigate to the Advanced tab. Use the Profile GPU Rendering tool to visualize Android drawing the screen. The sections of the colored bars can indicate where in your app you might look for performance problems. Common reasons for slow drawing are an app taking too long to process user input on the UI thread, and backgrounds and images that are unnecessary or too large. This will be reflected in the bars displayed by the Profile GPU Rendering tool. However, if your app does have a performance problem, tall bars can give you a hint as to where to start looking. If I choose the Software Only rendering (CPU) then I do see the image as well, but the real-time playback and rendering times are awful! RecyclerView scrolls immediately when it processes the touch event. (The changes will take effect after restarting RStudio.) Represents the time spent evaluating animators. If this part of the bar is tall, the app is doing too much work on the GPU. RecyclerView scrolls immediately when it processes the touch event. In Android Studio, turn off Instant Run for the physical and virtual devices you want to profile. Create an app named LargeImages using the, Choose 5.1, Lollipop (API 22) as the minimum SDK. The bars vary depending on your device and version of Android, so they may not look exactly as illustrated. App should show a list or grid of items with thumbnail images. You can copy images from the solution code in. The GPU reads those draw commands from a queue. You should be able to download an app from GitHub, open it with Android Studio, and run it. Accepts: GUID or profile name as a string. The table below gives an explanation. The Android system issues draw commands to the GPU, and then moves on to its next task. If this part of the bar is tall, there may be a lot of custom view drawing, or a lot of work in. If this part of the bar is tall, the app is doing too much work on the GPU. This performance impact could interfere with information provided by performance profiling tools. Visual Output of GPU Profiler Represents the time spent by Android's 2-D renderer as it issues commands to OpenGL to draw and redraw display lists. In the Monitoring section, select Profile GPU Rendering. Each bar has colored segments indicating the relative time that each stage of the rendering pipeline takes, as shown in the screenshot below. If this part of the bar is tall, your app could be using a custom animator that's not performing well, or unintended work is happening as a result of properties being updated. Run the app with Profile GPU Rendering turned on and tap to swap pictures. Having some tall bars does not mean your app has a performance problem. Immediately, you see colored bars on your screen. The largest image should be a few hundred KB. Run the Profile GPU Rendering tool on an app with performance issues. If you spend time using the Profile GPU Rendering tool on your app, it will help you identify which parts of the UI interaction are slower than expected, and then you can take action to improve the speed of your app's UI. When the CPU issues commands faster than the GPU consumes them, the queue between the processors becomes full, and the CPU blocks. Android Studio and your device provide profiling tools to record and visualize the rendering, compute, memory, and battery performance of your app. Check that the app has the following features: To see all the codelabs in the Advanced Android Development training course, visit the Advanced Android Development codelabs landing page. This Swap buffers segment represents the time the CPU is waiting for the GPU to finish its work. Capable of massive parallel processing, the best GPUs render … Run your app. Publish your app and look at the ratings and feedback you receive. The following table shows the component bars in Android 6.0 and higher. While there are best practices, you need to analyze the unique configuration of your app to find and fix performance issues. Important: To run the Profile GPU Rendering tool and complete this practical exercise, you need a physical or virtual device running at least Android 4.1 (API level 16) with Developer Options turned on. This metric indicates how long the appspent executing code called as a result of input event callbacks. For this reason, processing the touch event needs to be as fast as possible. I have noticed that this screen tearing/non-refreshing happens much more often when the CPU utilization is high. To demonstrate how doing too much work on the UI thread slows down your app, slow down drawing by putting the app to sleep: If your app is only swapping backgrounds, the impact from this change may not be significant for the user. Property name: defaultProfile. To improve this, consider when and how your app requests user input, and whether you can handle it more efficiently. Consider offloading such processing to a different thread. Read the Rendering and layout concept chapter as well as How Android Draws Views. Represents the time spent evaluating animators. Your best and most up-to-date source of information on performance is the Android developer documentation. Therefore, your app has to do its work in 16 milliseconds or less for every screen refresh. Type “internet options” in the dialogue box and open the first result. The height of this part of the bar is directly proportional to the sum of the time it takes for all the display lists to execute—more display lists equals a taller red segment of the bar. If this part of the bar is tall, your app could be using a custom animator that's not performing well, or unintended work is happening as a result of properties being updated. The input handling stage of the pipeline measures how long the appspent handling input events. Because it can be turned on quickly and its results are immediate and graphical, this tool is a good first step when analyzing potential app performance issues related to rendering. Think again. Many will quickly download a benchmarking application like AnTuTu or GeekBench. I know that it is not the right term for it, but that is what it appears to do. The Android system issues draw commands to the GPU, and then moves on to its next task. When you load the small image, you should see relatively short bars. What users perceive and how they experience the app are your ultimate benchmarks for performance. The GPU reads those draw commands from a queue. Select Profile GPU rendering. To fix the app, you would use a different or smaller image. Interact with the app. CPU optimization. Press Windows + S to launch the search bar of your start menu. The battery provides electrical power for all the hardware on the device. If your app crashes with the images provided for the sample app, you may need to use smaller images for your device. The narrow, faint bar for the small image is below the green line, so there is no performance issue. If you're working through this codelab on your own, feel free to use these homework assignments to test your knowledge. A large segment indicates that the view hierarchy is taking a long time to process. Always test on the lowest-end device that your app is targeting. Profile GPU Rendering bars for the large image app are shown in the previous screenshots. And let's admit it, the on-screen bars are pretty cool! The tool shows a colored bar for each frame. Create a simple app that has performance problems and run the Profile GPU Rendering tool on it. See Analyzing with Profile GPU Rendering for details on each stage. How to optimize the GPU demands of your game. As a refresher, watch the Invalidation, Layouts, and Performance video for an overview of the Android rendering pipeline. Tap Profile GPU Rendering and then On screen as bars to display the GPU rendering profile as bars (figure 9). In the Monitoring section, select Profile GPU Rendering. For complete details about the course, see the Advanced Android Development overview. Android Studio and your device provide profiling tools to record and visualize the rendering, compute, memory, and battery performance of your app. Identifying whether the time taken by any part of the rendering pipeline stands out. Does the app scroll smoothly? Enabling the Collision module increases the complexity of the simulation. See Stick to compositor-only properties and manage layer count for more guidance. First thing I did was to enable GPU monitor in Developer Options: Profile GPU rendering — On screen as bars. After the small image is replaced by the large image, the. Guess at what might be the problem, make a change, and see whether it helps. Represents the time used to create and update the view's display lists. If you'd like to test your device's graphics performance, select the "GPU rendering profile" option and set it to "Show on screen as bars." The large image also has a huge orange segment. Select all of the following that are good basic performance tests you can perform. The image below shows the bars and color legend for a device that is running Android 6.0 or higher. One way to implement the LargeImages app is to show simple instructions in a TextView and the large background image that is provided with the solution code. Install your app on the lowest-end device that your target audience might have. Open the app in Android Studio and run it. This means that instead of refreshing the screen every 16 ms, your app now refreshes every 48 ms with new content. Run the Profile GPU Rendering tool and look at the light and dark blue segments of the bars. There are a number of ways that you can measure the performance of your smartphone or tablet. Understand and analyze what you see, then improve your code. The memory stores your app's images and data, among other things. Advanced Android Development codelabs landing page. This data can be useful for indicating which parts of the drawing pipeline may be slow at a high level. Default profile. Profile GPU Rendering. The following screenshot shows one way of implementing the LargeImages app. The related concept documentation is in 4.0 Performance and 4.1 Rendering and layout. The GPU (graphics processing unit) renders images to the display. Switch to the RecyclerView app and interact with it. Putting pixels on the screen involves four primary pieces of hardware: Each of these pieces of hardware has constraints. Wait a while before clicking the. You can look at the specifications for a phone model to find out how much RAM it has. The memory stores your app's images and data, among other things. This is convenient for quick profiling, because it means you don’t need to build the Player; however, the overhead of running the Unity Editor affects the Profiler, which might make the profiling results less accurate. Quickly seeing how screens perform against the 16-ms-per-frame target. Launch on machine startup However, if you are running animated content, skipping two out of three frames will result in a stuttering and jagged animation. Finding problems can be as straightforward as this, or it can take additional analysis to pinpoint what is happening in your app's code. You may need to try different size images to find the largest image that won't crash your app. (Vsync is a display option found in some 3-D apps.). Represents the amount of time spent on onLayout and onMeasure callbacks in the view hierarchy. You may need to uninstall previous versions of the app. Ideally, most of the bars stay below the green line most of the time. The table below gives an explanation. It is as if the windows native displaylink driver skips some of the refresh calls to save processing power. Switch to the RecyclerView app and interact with it. The bars for older versions use different coloring. This can be a very useful way of comparing the graphics performance for different apps on your system, since the overlay will be shown on top of all screens. Use the Unity Profiler to locate the problem. This codelab is part of the Advanced Android Development training course, developed by the Google Developers Training team. You can look at the specifications for a phone model to find out how much RAM it has. Build an app that shows a scrollable list of items for sale, with thumbnail images. The previously short bars for the small image should now be much taller. Use a systematic, iterative approach, so that you can measure improvements resulting from your changes to the app. Your app must consistently draw the screen fast enough for your users to see smooth, fluid motions, transitions, and responses. For this tool walkthrough, use the RecyclerView app from the Android Developer Fundamentals course. The Profile GPU Rendering tool gives you a quick visual representation of how much time it takes to render the frames of a UI window relative to the 16-ms-per-frame benchmark. (Vsync is a display option found in some 3-D apps.). for more information. Your app must consistently draw the screen fast enough for your users to see smooth, fluid motions, transitions, and responses. If you spend time using the Profile GPU Rendering tool on your app, it will help you identify which parts of the UI interaction are slower than expected, and then you can take action to improve the speed of your app's UI. Open the app in Android Studio and run it. There is a yellow bar above the timeline clips, I can hear the sound tracks, but there is no image. To discover what causes your app's specific performance problems, use tools to collect data about your app's execution behavior. ... the CPU Usage section of the Visual Profiler gives you a precise breakdown of an object's use of WPF services, such as rendering and layout. Represents the time used to create and update the view's display lists. If a bar goes above the green line, the frame took more than 16ms to render. Does the app scroll smoothly? Ideally, most bars should be close to or below this line. The most complex processor inside your computer is bolted to your graphics card. I found that the "silver bullet" marker that is at the end had moved close to the front of the video causing the render to stop at that point. The previously short bars for the small image should now be much taller. See the Profile GPU Rendering Walkthrough for the bar legend for older versions. For example, when you first load an image, the bar may go above the green line, but users may not notice a problem, because they may expect to wait a moment for an image to load. Understand and analyze what you see, then improve your code. Represents the time the CPU is waiting for the GPU to finish its work. You may need to uninstall previous versions of the app. While software rendering can often be slower, it is the most reliable of the different rendering engines. Represents the time spent by Android's 2-D renderer as it issues commands to OpenGL to draw and redraw display lists. If your app crashes with the images provided for the sample app, you may need to use smaller images for your device. Represents the time it take to upload bitmap information to the GPU. Supply separate images for thumbnails and detail images. This section lists possible homework assignments for students who are working through this codelab as part of a course led by an instructor. After the small image is replaced by the large image, the. See the Profile GPU Rendering Walkthrough for the bar legend for older versions. And let's admit it, the on-screen bars are pretty cool! You may need to try different size images to find the largest image that won't crash your app. Use tools to inspect your app and acquire performance-data measurements. The GPU rendering profiler draw histograms on screen. For the second part of this practical, you build an app that loads images. Watch your friends while they use the app and make note of their comments. The max size of the image you can load depends on the amount of device memory available to your app. Ideally, most of the bars stay below the green line most of the time. Represents the time the CPU is waiting for the GPU to finish its work. If this part of the bar is tall, the app is taking considerable time loading large amounts of graphics. While Profile GPU Rendering cannot tell you exactly what to fix in your code, it can hint at where you should start looking. The following table shows the component bars in Android 6.0 and higher. Add code to the click handler of the LargeImages app to let your app sleep for two screen refreshes before switching the background to the smaller image. Unit 6: Working with Architecture Components, 3.2: Working with sensor-based orientation, 4.1A: Using the Profile GPU Rendering tool, 4.1B: Using the Debug GPU Overdraw and Layout Inspector tools, 4.1C: Using the Systrace and dumpsys tools, 4.3: Optimizing network, battery, and image use, 5.2: Using the locale to format information, 10.1A: Creating a custom view from a View subclass, 10.1B: Creating a custom view from scratch, 11.1C: Applying clipping to a Canvas object, 14.1B: Deleting and updating data with Room, Task 1. Ideally, most bars should be close to or below this line. While Profile GPU Rendering cannot tell you exactly what to fix in your code, it can hint at where you should start looking. Note that RecyclerView scrolling can show up in the Input handling portion of the bar. You can choose one of two options, “On screen as bars” or “In adb shell dumpsys glxinfo”. The height of this part of the bar is directly proportional to the sum of the time it takes for all the display lists to execute—more display lists equals a taller red segment of the bar. The sections of the colored bars can indicate where in your app you might look for performance problems. If a bar goes above the green line, the frame took more than 16ms to render. It's up to the instructor to do the following: Instructors can use these suggestions as little or as much as they want, and should feel free to assign any other homework they feel is appropriate. If this part of the bar is tall, the app is spending too much time processing user input. This means that instead of refreshing the screen every 16 ms, your app now refreshes every 48 ms with new content. The CPU waits until there is space in the queue to place the next command. When you tap an item, a larger image of the item is displayed. Settings->Developer Options->Monitor->Profile GPU Render->选择On screen as bars; 三、使用Profile GPU Rendering Profile GPU Rendering bars for the large image app are shown in the previous screenshots. Quickly seeing how screens perform against the 16-ms-per-frame target. Profile GPU rendering. The first checkbox will say “Use software rendering instead of GPU rendering“. Additionally, the stub methods generated while using Instant Run can complicate stack traces. Finding problems can be as straightforward as this, or it can take additional analysis to pinpoint what is happening in your app's code. The image below shows the bars and color legend for a device that is running Android 6.0 or higher. Each bar height … Important: For real-world performance tuning, run your app and the tools on a physical device, not an emulator, as the data you get from running on an emulator may not be accurate. In certain situations, the GPU can have too much work to do, and your CPU will have to wait before it can submit new commands. Don’t get scared by the fuzzy display, it’s not really complex to understand. Every app is different and could have different performance issues. To this end, typically, modern devices strive to display 60 frames per second (a frame rate of 60 FPS), making 16 milliseconds available to each frame. Immediately, you see colored bars on your screen. For the first part of this practical, use the. But now I have to buy an up grade of the program because I had to replace my HD and my system was updated. Not all of this is available to a single app, so you may have to experiment a bit. Use your computer's graphics card instead of simulating the device's graphic software by selecting "Graphics: Hardware - GLES" on the configuration screen. The Y axis of the graph represents the render … For the first part of this practical, use the. Problems. This is not an absolute requirement. If the blue segments are tall and causing the bars to cross the green 16-ms-per-frame line, your app spends a lot of time updating display lists. Represents the time that the app spends executing operations between consecutive frames. To demonstrate how doing too much work on the UI thread slows down your app, slow down drawing by putting the app to sleep: If your app is only swapping backgrounds, the impact from this change may not be significant for the user. Think your CPU is king? 这个工具在设置-开发者选项-Profile GPU rendering选项,打开后选择on screen as bars: Profile GPU rendering. When you load the large image, there should be relatively tall bars, similar to the ones shown below. To render objects on the screen, the CPU has a lot of processing work to do: working out which lights affect that object, setting up the shader and shader parameters, and sending drawing commands to the graphics driver, which then prepares the commands to be sent off to the graphics card. To mitigate this problem, reduce the complexity of work occurring on the GPU, similar to what you would do for the "Command issue" phase. The largest image should be a few hundred KB. One way to implement the LargeImages app is to show simple instructions in a TextView and the large background image that is provided with the solution code. The bars for older versions use different coloring. Switch to properties that have less impact. Create a simple app that has performance problems and run the Profile GPU Rendering tool on it. However, we can simulate a slow app by using images that are too large; in a different chapter, you learn how to improve performance by using the right image sizes and types for your app. Note that RecyclerView scrolling can show up in the Input handling portion of the bar. Important: As the Android system and tools improve, recommendations may change. The screenshot on the right show the bars as they appear on your device emphasizing the bars that cross the green line (3,4). It might indicate too much processing happening in the UI thread that could be offloaded to a different thread. Run the Profile GPU Rendering tool on the RecyclerView app and examine the results. The tool shows a colored bar for each frame. The detail on the left shows the faint short bars for the small image (1) staying below the green line (2). Within Tools -> Global Options... -> General -> Advanced, the rendering engine can be explicitly toggled. While profiling an app, disable Instant Run in Android Studio. Unreal Engine 4 Documentation > Testing and Optimizing Your Content > Performance and Profiling > GPU Profiling GPU Profiling The battery provides electrical power for all the hardware on the device. For example, at a resolution of 1280x1024 (5:4 aspect ratio), the screen will have black bars on the left and right side. Looking for spikes in frame rendering time associated with user or program actions. When you load the large image, there should be relatively tall bars, similar to the ones shown below. Read the Rendering and Layout concept chapter as well as How Android Draws Views. Put at least one small and one large image into the drawables resource folder. The green horizontal line indicates the 16 millisecond rendering time. For example, if the green Input handling portion of the bar is tall, your app spends a lot of time handling input events, executing code called as a result of input event callbacks. If your app crashes on the emulator, edit the emulator configuration in the AVD Manager. The dinosaur_medium.jpg supplied with the solution code is 495KB and a good starting point.