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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: <n> 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-stops 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/<timestamp>-<backend>[-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).