Optimizing Android games performance
summary
Use Systrace to find four concrete problems and fixes: single-threaded Unity render loops that hog one of eight cores (enable multi-threaded rendering), per-cluster voltage/frequency on Snapdragon 855 causing thermal throttling, frame-pacing jitter fixed with the Android Frame Pacing API, and GPU overdraw on 3K×1440 (four megapixels) — render to a smaller target to save about 58% of pixels. Benchmarks show lower power, fewer throttles, and stable 30 fps when these changes are applied.
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chapters (10)
- 0:00Introduction to Performance
- 2:23Fixing Single-Threaded Games
- 4:32Understanding Thermal Throttling
- 5:43Power and Frequency Management
- 8:31SOC Topology and Optimization
- 11:48Thread Affinity Strategy
- 15:21Frame Pacing and Stability
- 19:32Android Frame Pacing API
- 22:59GPU Pixel Shading Control
- 25:21Resolution and Scaling
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