Android vitals is the goal for dealing with your application’s specialized quality. More than 80,000 designers exploit its exhibition and security measurements consistently.
As a major aspect of our work to assist you with conveying better game encounters to more Android clients, we’re presenting Android Execution Tuner – another library in the Android Game SDK that opens game execution bits of knowledge in Android Vitals. This gives you a versatile method to quantify and improve your casing rate and graphical devotion over the entire Android gadget biological system.
When you have coordinated Android Execution Tuner into your game and distributed it on Play, you’ll have the option to perceive how it performs across genuine clients and gadgets with the accompanying new highlights in Android vitals
We diagram the edge time appropriation over your clients’ gadgets, separated by quality levels that you have executed in your game, so you can perceive how explicit gadget models or equipment determinations are performing on every quality level.
We likewise dissect your presentation information to help decide the imaginable reason for issues, so you can separate between issues related with explicit equipment and issues with explicit screens or levels in your game. You comment on your code to give logical data about what your game is doing by then. This gives you full power over the granularity of the bits of knowledge.
You can bore down to see a breakdown of failing to meet expectations gadget models by various specs, for example, GPU and SoC. This permits you to choose whether you can work at the GPU or SoC-level to enhance execution. On the other hand, you may choose to change quality levels, instead of work at the gadget model level.
You can likewise observe the full rundown of gadget models, alongside the quantity of influenced client meetings and casing time, to assist you with organizing gadget explicit changes. Just as all out edge time, we additionally show you GPU time to help decide if the gadget is GPU bound or has another exhibition issue, for example, being CPU or I/O bound. All information in the gadget model table can be sent out for additional investigation and activity arranging.
We can likewise help distinguish openings — places where you might give clients a superior encounter by giving them a more excellent level, empowering further developed graphical highlights.
The gadgets on the extreme left are more than meeting the edge times for smooth execution. You can bore down to see details by gadget model and determination to check whether there is a chance to improve the graphical devotion over a wide scope of gadgets.
The Android Execution Tuner is proposed to work across over 99% of the Android gadget environment. You can get these bits of knowledge on any Android gadgets around the globe, from Android 4.1 (Programming interface 16) onwards.
Regardless of whether you have your own game motor or are utilizing an outsider game motor, we’re giving a valiant effort to make combination simple. The Android Execution Tuner depends on tick capacities being called each edge. Inside the library, this tick data is totaled into histograms, which are occasionally transferred through a HTTP endpoint, so your game should have the web get to authorization.
With our module for the Solidarity stage, you can gather outline ticks from Solidarity 2017.4 onwards. Solidarity 2019.3.14+ empowers the assortment of higher-constancy execution data.
In case you’re doing a local source code level motor mix, we unequivocally suggest coordinating the Edge Pacing Programming interface from the Android Game SDK to get the most excellent data. The Edge Pacing Programming interface will give you smoother outline rates and improved help for high-revive rate shows, so it merits incorporating all alone.
Unbelievable 4.25+ coordinates the Edge Pacing Programming interface. You empower it by adding a.UseSwappyForFramePacing=1 to the Android_Default profile to actuate it for all Android gadgets.
Inside Stunning or your local motor coordination, you go in the Swappy_injectTracer work from the Casing Pacing Programming interface at introduction to empower programmed outline time recording.
If you’re using Unity with the Android Performance Tuner plugin, you’ll automatically get a scene annotation that maps to the current scene being played. The LoadingState annotation can be easily hooked up to your scripts, and you can define additional annotations within the plugin editor UI.
You also define fidelity parameters and associate them with quality levels that your game reports back. These can be used for anything that you use in your game to reduce the complexity of the scene, such as texture quality, draw distance, particle count, post-processing effects, shadow resolution, etc. In the native integration, you define these parameters using a protocol buffer.
Then, you create up to fifteen sets of quality levels as a set of values defined by the FidelityParams message, which allows the Android Performance Tuner to track its metrics against your quality data. You can create both fidelity parameters and quality levels in the Unity editor interface provided by the Android Performance Tuner for Unity plugin.
We’ve created the Tuning Fork Monitor app to act as a local server and display data from an Android Performance Tuner-enabled app. You can call
EnableLocalEndpoint() in the Android Performance Tuner Unity plugin on a development build to enable local testing. In your native integration, you set the
endpoint_uri_override in the Android Performance Tuner settings.
Once local tests look great, you then enable the Android Performance Parameters API in the Google Cloud Console to test end-to-end.
We’re committed to helping you bring the best version of your game to the widest number of users and devices in the Android ecosystem. Android Performance Tuner within the Android Game SDK, the Unity plugin, and Performance Insights within Android Vitals are all available now. You can refer to our documentation for a walk through of the process for native and Unity integrations.
Whether you have your own game engine or are using a third-party game engine, we’re doing our best to make integration easy. The Android Performance Tuner relies on tick functions being called each frame. Within the library, this tick information is aggregated into histograms, which are periodically uploaded through an HTTP endpoint, so your game will need to have the internet access permission.
With our plugin for the Unity platform, you can collect frame ticks from Unity 2017.4 onwards. Unity 2019.3.14+ enables the collection of higher-fidelity performance information.
If you’re doing a native source code level engine integration, we strongly recommend integrating the Frame Pacing API from the Android Game SDK to get the highest quality information. The Frame Pacing API will give you smoother frame rates and improved support for high-refresh rate displays, so it’s worth integrating on its own.
Unreal 4.25+ integrates the Frame Pacing API. You enable it by adding