#Profiling Android build of MonoGame game

5 messages · Page 1 of 1 (latest)

molten cave
#

Can anyone share their experience of profiling the MG game on android?
I'm having the 6-7 FPS (12 FPS with ANGLE driver enabled) in the game, which gives me 460 FPS on PC.
And that's not the low spec device, it has a Snapdragon 860 chip.
Firts I thought that was due to a great amount of draw calls (320-430), but with just 36 draw calls it gives me 33 FPS on average. So there is definitely something strange is going on, but I don't know how to track it down :(

granite mirage
#

There is a profiler on your device that might help https://developer.android.com/topic/performance/rendering/inspect-gpu-rendering#profile_rendering. But generally, putting in a bunch of logging which writes to logcat is the best way. Along with using Stopwatch to time how long things take.
Also check the adb logcat for information on what OpenGL version etc is being created.

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molten cave
hoary rampart
#

If you optimize the desktopgl, you will see similar gains on the android. And it's easier to profile , and generally develop for the desktop.
The first thing you can do, is to use a texture atlas, and reduce the number of draw calls. Texture swaping is generally slow on GL.