I’m working on performance analysis on Android phone, there’s something I can’t quite understand.
According to data I got from “stat startfile/stopfile”, my games performance was like this.
"GameThread [0x746f]","62.596 ms","100.0 %","0.000 ms","0.0 %","1.0",
"FrameTime","62.550 ms","99.9 %","0.000 ms","0.0 %","2.0",
"Total Slate Tick Time","32.848 ms","52.5 %","0.000 ms","0.0 %","1.0",
"GameEngine Tick","20.715 ms","33.1 %","0.000 ms","0.0 %","1.0",
"Frame Sync Time","8.668 ms","13.9 %","0.000 ms","0.0 %","1.0",
"RenderThread [0x7489]","40.003 ms","63.9 %","0.000 ms","0.0 %","1.0",
As you can see, GameThead took far longer time than RenderThread. When I saw this at first I thought this was typical GameThread bottleneck case.
But there’s “Frame Sync Time” which took 8.6 ms!!
What should I make of this? Is this GameThread bottleneck or RenderThread bottleneck?