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)
- 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. - In-game menu: enable show FPS (persists in
files/menu_setting.json). - Prepare the benchmark world: fixed camera position, gamerules
doMobSpawning/doDaylightCycle/doWeatherCycle=false, then save & quit once.bench.shalwaysam force-stops the game (never saves), so every run replays the same state. options.txt: desiredrenderDistance,enableVsync:false, highmaxFps,inactivityFpsLimit:"minimized"(the "afk" default locks 30 fps after 60 s without input and ruins the window).- Root required (frequency pinning, GPU busy sampling).
- Write a device profile under
devices/(seedevices/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_khzsampled 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).