When taking on the problem of thermals, consider the budget you have to work with as a system-wide budget.Ĭombat thermal throttling and battery drain by leveraging an early profiling technique to optimize your game from the start. Bad performance can also cut out entire segments of lower-end mobile devices, which can lead to missed market opportunities, and therefore, lower sales. Higher frame rates and increased code execution (or DRAM access operations) lead to increased battery drain and heat generation. This performance reduction is known as thermal throttling. To avoid damage to the chips (and potentially burning a player’s hands!), the operating system will reduce the clock speed of the device to allow it to cool down, causing frame stuttering and a poor user experience. If the CPU or GPU spend too long working at full throttle due to inefficient design, those chips will get hot. Thermal control is one of the most important areas to optimize for when developing applications for mobile devices. Read the original article, “ Robert Dunlop’s fps versus frame time,” for more information. Focus on frame time to measure how fast your game is running, then stay within your frame budget. This is why developers use the average frame time to benchmark game speed rather than fps.ĭon’t worry about fps unless you drop below your target frame rate. This also represents 1.111 milliseconds extra per frame, but here, the drop in frame rate feels far less dramatic percentage-wise. If you look at the differences between 60 fps and 56.25 fps, that translates into 16.666 milliseconds per frame and 17.777 milliseconds per frame, respectively. This represents a difference of only 1.111 milliseconds per frame, even though the frame rate appears to drop by one half. At 450 fps, this is 2.222 milliseconds per frame. If your application is running at 900 fps, this translates into a frame time of 1.111 milliseconds per frame. To understand why, look at the above graph of fps versus frame time.ġ000 ms/sec / 900 fps = 1.111 ms per frameġ000 ms/sec / 450 fps = 2.222 ms per frameġ000 ms/sec / 60 fps = 16.666 ms per frameġ000 ms/sec / 56.25 fps = 17.777 ms per frame However, it’s recommended that you use frame time in milliseconds instead. Without it, you risk being rejected by the platform holder during your game’s certification.Ī common way that gamers measure performance is with frame rate, or frames per second. Note: A consistently high frame rate in VR games is essential to avoid causing nausea or discomfort to players. Even a single frame that exceeds the target frame budget will cause hitches. You can exceed this budget during non-interactive sequences, for example, when displaying UI menus or scene loading, but not during gameplay. Likewise, a target of 60 fps leaves 16.66 ms per frame (1000 ms / 60 fps). An application targeting 30 fps should always take less than 33.33 ms per frame (1000 ms / 30 fps). This provides you with a solid goal to work toward when profiling and optimizing your game, and ultimately, it creates a smoother and more consistent experience for your players.Įach frame will have a time budget based on your target fps. This is one of the reasons why it’s important to aim for a specific time budget per frame. The average delivered frame rate of 60 fps sounds good, but in reality players will notice a stutter effect since the last frame takes a quarter of a second to render. However, the next frame takes 0.25 seconds to render. Consider the following simplified scenario:ĭuring runtime, your game renders 59 frames in 0.75 seconds. Measuring your game’s frame rate in frames per second (fps) is not ideal for delivering consistent experiences for your players.
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