Having some tall bars does not mean your app has a performance problem. Press Windows + S to launch the search bar of your start menu. The bars vary depending on your device and version of Android, so they may not look exactly as illustrated. If a bar goes above the green line, the frame took more than 16ms to render. Wait a while before clicking the. When you tap an item, a larger image of the item is displayed. Every app is different and could have different performance issues. Use the Unity Profiler to locate the problem. The green horizontal line indicates the 16 millisecond rendering time. Create an app named LargeImages using the, Choose 5.1, Lollipop (API 22) as the minimum SDK. You will get the most value out of this course if you work through the codelabs in sequence. Represents the time that the app spends executing operations between consecutive frames. The GPU (graphics processing unit) renders images to the display. Run the app with Profile GPU Rendering turned on and tap to swap pictures. Settings->Developer Options->Monitor->Profile GPU Render->选择On screen as bars; 三、使用Profile GPU Rendering To discover what causes your app's specific performance problems, use tools to collect data about your app's execution behavior. Run your app. (Lossless and transparent WebP images that you use later in this app are supported in Android 4.3, API level 18 and higher, and API 22 is recommended. In the Monitoring section, select Profile GPU Rendering. If you don’t see the option, tap on About phone (About device) and look for an entry called Build Number. Monitoring options provide visual information about app performance, such as long thread and GPU operations. The GPU rendering profiler draw histograms on screen. Visit the course overview Interact with the app. The tool shows a colored bar for each frame. Think again. 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. Consider offloading such processing to a different thread. Switch to the RecyclerView app and interact with it. To mitigate this problem, reduce the complexity of work occurring on the GPU, similar to what you would do for the "Command issue" phase. Create a simple app that has performance problems and run the Profile GPU Rendering tool on it. This metric indicates how long the appspent executing code called as a result of input event callbacks. If this part of the bar is tall, there may be a lot of custom view drawing, or a lot of work in onDraw methods. Create an app named LargeImages using the, Choose 5.1, Lollipop (API 22) as the minimum SDK. Run the Profile GPU Rendering tool on an app with performance issues. 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. Does the app scroll smoothly? Click the Show Visual Tree button on the menu bar to display the visual tree. 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. The FPS/Network Display box appears in the upper right-hand corner of the screen when you're in-car and on ... C - CPU usage for the physics threadR - CPU usage for rendering threadG - GPU usage (includes some driver time, we ask for how long from the driver starting a frame until driver tells us the frame has finished) The bars are calibrated for 60fps. Putting pixels on the screen involves four primary pieces of hardware: Each of these pieces of hardware has constraints. The table below gives an explanation. The screenshot on the right show the bars as they appear on your device emphasizing the bars that cross the green line (3,4). A great way to check and see how well your device is performing, is by enabling Profile GPU Rendering so you can see how where frames are being dropped. The narrow, faint bar for the small image is below the green line, so there is no performance issue. Represents the time spent by Android's 2-D renderer as it issues commands to OpenGL to draw and redraw display lists. See Analyzing with Profile GPU Rendering for details on each stage. The bars for older versions use different coloring. The colors in each bar represent the different stages in rendering the frame. Unreal Engine 4 Documentation > Testing and Optimizing Your Content > Performance and Profiling > GPU Profiling GPU Profiling Represents the time spent evaluating animators. Immediately, you see colored bars on your screen. Represents the time spent evaluating animators. 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. 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. If you're working through this codelab on your own, feel free to use these homework assignments to test your knowledge. Represents the time it take to upload bitmap information to the GPU. Build a LargeImages app that has performance problems. Enabling the Collision module increases the complexity of the simulation. For this tool walkthrough, use the RecyclerView app which shows a list of words displayed in a RecyclerView. The source and the preview monitors are both black if I select GPU accelerated rendering. In this practical, you use the Profile GPU Rendering tool on your device to visualize how long it takes an app to draw frames to the screen. For more information, see Profile GPU rendering. Go to Settings > Developer options and follow the steps as illustrated in the screenshot below. 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. The GPU works in parallel with the CPU. Switch to the RecyclerView app and interact with it. The battery provides electrical power for all the hardware on the device. There is a yellow bar above the timeline clips, I can hear the sound tracks, but there is no image. Select all of the following that are performance tools available on your mobile device. You should be able to download an app from GitHub, open it with Android Studio, and run it. Select all of the following that are good basic performance tests you can perform. Note: If you see an entry called Developer options, tap on it and skip right to step 5. While Profile GPU Rendering cannot tell you exactly what to fix in your code, it can hint at where you should start looking. Ideally, most bars should be close to or below this line. While there are best practices, you need to analyze the unique configuration of your app to find and fix performance issues. 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. Identifying whether the time taken by any part of the rendering pipeline stands out. The detail on the left shows the faint short bars for the small image (1) staying below the green line (2). Since I figured that out it has moved a couple more times on other videos, however I know what to look for now. Represents the time the CPU is waiting for the GPU to finish its work. Note: This course uses the terms "codelab" and "practical" interchangeably. The graph at the bottom of your screen will slide to the left as new frames are rendered. Stressing or exceeding those constraints can cause your app to be slow, have bad display performance, or exhaust the battery. Additionally, the stub methods generated while using Instant Run can complicate stack traces. ), You can copy images from the solution code in. Many will quickly download a benchmarking application like AnTuTu or GeekBench. Switch to the RecyclerView app and interact with it. The dinosaur_medium.jpg supplied with the solution code is 495KB and a good starting point. Set the default profile that opens by typing ctrl+shift+t, typing the key binding assigned to newTab, running wt new-tab without specifying a profile, or clicking the '+' icon. Visual Output of GPU Profiler The related concept documentation is in 4.0 Performance and 4.1 Rendering and layout. If your app crashes with the images provided for the sample app, you may need to use smaller images for your device. Immediately, you see colored bars on your screen. 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. I know that it is not the right term for it, but that is what it appears to do. The bars vary depending on your device and version of Android, so they may not look exactly as illustrated. 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. Open Internet Options; Once in the Internet Options, navigate to the Advanced tab. The following table shows the component bars in Android 6.0 and higher. Represents the time that the app spent executing code inside of an input event callback. Not all of this is available to a single app, so you may have to experiment a bit. The colors in each bar represent the different stages in rendering the frame. This video show How to set profile HWUI rendering as on screen as bars in Samsung Galaxy S20. CPU optimization. The table below gives an explanation. The image below shows the bars and color legend for a device that is running Android 6.0 or higher. For this reason, processing the touch event needs to be as fast as possible. 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. 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. Use your computer's graphics card instead of simulating the device's graphic software by selecting "Graphics: Hardware - GLES" on the configuration screen. Profile GPU Rendering. Run the Profile GPU Rendering tool, Task 2. Default profile. 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. This will be reflected in the bars displayed by the Profile GPU Rendering tool. I decided to use the first one since I wanted to get a quick feeling of what exactly goes wrong. Identifying whether the time taken by any part of the rendering pipeline stands out. The CPU waits until there is space in the queue to place the next command. (Vsync is a display option found in some 3-D apps.). Tap Profile GPU Rendering and then On screen as bars to display the GPU rendering profile as bars (figure 9). CPU profiles show where execution time is spent within your page's functions. Run the Profile GPU Rendering tool and look at the light and dark blue segments of the bars. Represents the time used to create and update the view's display lists. Profile GPU rendering. This is not an absolute requirement. The following screenshot shows one way of implementing the LargeImages app. Interact with the app. How to optimize the GPU demands of your game. The narrow, faint bar for the small image is below the green line, so there is no performance issue. See the Profile GPU Rendering Walkthrough for the bar legend for older versions. Profile GPU Rendering bars for the large image app are shown in the previous screenshots. You can copy images from the solution code in. For the first part of this practical, use the. 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. The GPU reads those draw commands from a queue. After the small image is replaced by the large image, the. Not all of this is available to a single app, so you may have to experiment a bit. (The changes will take effect after restarting RStudio.) For this tool walkthrough, use the RecyclerView app from the Android Developer Fundamentals course. This Swap buffers segment represents the time the CPU is waiting for the GPU to finish its work. (You re-use this app in a later practical.). You may need to try different size images to find the largest image that won't crash your app. The Android system issues draw commands to the GPU, and then moves on to its next task. Necessity: Required. It helps to be familiar with the following concepts and terminology: Use the Profile GPU Rendering tool to visualize Android drawing the screen. Therefore, your app has to do its work in 16 milliseconds or less for every screen refresh. The Y axis of the graph represents the render … If this part of the bar is tall, the app is taking considerable time loading large amounts of graphics. However, if you are running animated content, skipping two out of three frames will result in a stuttering and jagged animation. (You re-use this app in a later practical.). Represents the time that the app spends executing operations between consecutive frames. 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. Go to Settings and scroll all the way down to the bottom. When you load the small image, you should see relatively short bars. The GPU reads those draw commands from a queue. Ensure that developer options is turned on, and allow USB Debugging if prompted. For complete details about the course, see the Advanced Android Development overview. Looking for spikes in frame rendering time associated with user or program actions. The max size of the image you can load depends on the amount of device memory available to your app. Therefore, your app has to do its work in 16 milliseconds or less for every screen refresh. If a bar goes above the green line, the frame took more than 16ms to render. Use a systematic, iterative approach, so that you can measure improvements resulting from your changes to the app. To improve this, consider when and how your app requests user input, and whether you can handle it more efficiently. 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 memory stores your app's images and data, among other things. Visual Profiler display output. In this practical, you use the Profile GPU Rendering tool on your device to visualize how long it takes an app to draw frames to the screen. 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. 然后手机屏幕上就会出现三个颜色组成的小柱状图,以及一条绿线: gpu工具 . These properties have the worst impact on rendering performance. Watch your friends while they use the app and make note of their comments. Within Tools -> Global Options... -> General -> Advanced, the rendering engine can be explicitly toggled. Run the app with Profile GPU Rendering turned on and tap to swap pictures. Visual Rendering Behavior . Open the app in Android Studio and run it. If this part of the bar is tall, the app is spending too much time processing user input. Understand and analyze what you see, then improve your code. 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. 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. Don’t get scared by the fuzzy display, it’s not really complex to understand. I have noticed that this screen tearing/non-refreshing happens much more often when the CPU utilization is high. Ensure that developer options is turned on, and allow USB Debugging if prompted. The practical workbook for the Advanced Android Development course is now available as If you do not have a physical device, you can use an emulator to get an idea of how your app is performing, even though some performance data from the emulator may not be accurate. When you load the large image, there should be relatively tall bars, similar to the ones shown below. After the small image is replaced by the large image, the. 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. Represents the amount of time spent on onLayout and onMeasure callbacks in the view hierarchy. Publish your app and look at the ratings and feedback you receive. While there are best practices, you need to analyze the unique configuration of your app to find and fix performance issues. Represents the time it take to upload bitmap information to the GPU. Build a LargeImages app that has performance problems. The previously short bars for the small image should now be much taller. The following table shows the component bars in Android 6.0 and higher. For example, at a resolution of 1280x1024 (5:4 aspect ratio), the screen will have black bars on the left and right side. This section lists possible homework assignments for students who are working through this codelab as part of a course led by an instructor. Choose On screen as bars in the dialog box. 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. The following table lists the platforms that the GPU Usage Profiler module supports: On Windows, Unity supports Playmode profiling in the Editor with Direct3D 9 and Direct3D 11 APIs only. Install your app on the lowest-end device that your target audience might have. Select Profile GPU rendering. To start profiling device GPU rendering while using your app, proceed as follows: On your device, go to Settings and tap Developer Options . Select Profile GPU rendering. Consider offloading such processing to a different thread. The green horizontal line indicates the 16 millisecond rendering time. 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. Advanced Android Development codelabs landing page. The GPU (graphics processing unit) renders images to the display. You can look at the specifications for a phone model to find out how much RAM it has. When you load the small image, you should see relatively short bars. 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. 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. Represents the time spent by Android's 2-D renderer as it issues commands to OpenGL to draw and redraw display lists. Run the Profile GPU Rendering tool on the RecyclerView app and examine the results. See Stick to compositor-only properties and manage layer count for more guidance. Problems. This is not an absolute requirement. This data can be useful for indicating which parts of the drawing pipeline may be slow at a high level. Use your computer's graphics card instead of simulating the device's graphic software by selecting "Graphics: Hardware - GLES" on the configuration screen.