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[Feat] (DeviceBench): scripted in-game FPS benchmark harness (FCLFPS logcat sampling, MTK ppm frequency pinning, thermal gate, GPU busy telemetry)
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# device_bench — in-game FPS benchmark harness
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Scripted, repeatable in-game FPS measurement for MobileGL's two Android backends
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(Espryt/DirectGLES and Magma/DirectVulkan) plus a MobileGlues reference run,
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driven through the FCL fordebug flavor. Intended for A/B performance work and
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release regression gates on real devices.
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## How it measures
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FCL's in-game FPS overlay counts `eglSwapBuffers` calls natively (renderer-
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agnostic, not vsync-capped when the game runs with vsync off). When the overlay
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is enabled, FCL's FPS thread logs one `FCLFPS: <n>` logcat line per second;
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`bench.sh` collects those lines during the measurement window and reports
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mean / median / min / max / stdev, alongside GPU busy%, SoC temperature, and
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frequency-pin integrity.
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## One-time setup (per device / world)
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1. Install the FCL **fordebug** flavor (`com.tungsten.fcl.mgdebug.debug`). Its
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splash auto-launches the selected profile into the prepared world after a 5 s
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countdown.
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2. In-game menu: enable **show FPS** (persists in `files/menu_setting.json`).
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3. Prepare the benchmark world: fixed camera position, gamerules
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`doMobSpawning/doDaylightCycle/doWeatherCycle=false`, then save & quit once.
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`bench.sh` always `am force-stop`s the game (never saves), so every run
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replays the same state.
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4. `options.txt`: desired `renderDistance`, `enableVsync:false`, high `maxFps`,
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`inactivityFpsLimit:"minimized"` (the "afk" default locks 30 fps after 60 s
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without input and ruins the window).
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5. Root required (frequency pinning, GPU busy sampling).
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6. Write a device profile under `devices/` (see `devices/odinlite.env`).
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## Usage
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```
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./bench.sh --device devices/odinlite.env --backend magma # 30 samples, 180 s warmup
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./bench.sh --device devices/odinlite.env --backend espryt --label after-fix-X
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./bench.sh --device devices/odinlite.env --backend mobileglues # reference
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```
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Results append to `results/results.jsonl`; per-run screenshots (`pre.png`,
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`post.png`) land in `results/<timestamp>-<backend>[-label]/` — always eyeball
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them: the pre/post pair must show the same scene, or the run is invalid.
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## Protocol discipline (hard-won, do not skip)
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- **Thermal gate**: the script waits for the profile's start-temperature
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threshold. Runs started hot are not comparable to runs started cool.
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- **Warmup 180 s**: ART JIT takes ~3 min to plateau (62→67→84 fps ramp was
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measured); short warmups underestimate by 10-20%.
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- **Pins can be overridden by the thermal engine.** The result JSON records
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`big_cur/little_cur/gpu_cur_khz` sampled at window end — discard the run if
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they do not match the profile pins.
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- **Paired runs**: absolute FPS drifts across sessions (camera angle, world
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state). A/B comparisons must be back-to-back runs in the same session.
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- **F3 off** for standard numbers (the F3 debug overlay multiplies per-draw
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overhead and skews backends differently).
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- The FPS overlay itself must be ON (it is what produces the FCLFPS lines).
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