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