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Performance Tests
ricardoquesada edited this page Dec 3, 2014
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- Never run the tests on a Simulator and/or Emulator. Always use real devices
- The older the device the better
- Never run the tests in DEBUG mode. Always use RELEASE mode
- Double check that RELEASE mode is using all the possible optimizations for the C++ code
Devices are multitasking, and many tasks are run in the background and those tasks could affect the performance. In order to minimize that do:
- Turn Airplane mode ON
- Disable Wifi
- Disable Bluetooth
- Kill all running tasks / applications
- Performance Tests must be run before releasing an stable version
- The results must be logged in this spreadsheet
- In order to know the performance of the new release, a comparison must be done with the
previous versions. The comparison must try to use the same testing environment. As an example:
- Same devices (MUST)
- Same device operating system (SHOULD)
- Same compiler and toolchain (DESIRABLE)
Starting from Cocos2d-x v3.3, the "auto run" feature of Sprite Performance Tests logs in the console the output of the tests. This output can be copy & pasted into the spreadsheet
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As of today, there are 3 ways to get the performance results:
- Manually: Run each tests manually and look at the FPS
- Automatically: Run the tests from Xcode (or Visual Studio or Instruments) and use Xcode's console to see the cocos2d output
- Automatically: Run the tests from the device, and connect to the cocos2d console using telnet
1 should be avoided since it is manual. 3 is preferred over 2, at least for old iOS devices. 2 affected the performance on iOS 6 on and iPod Touch 4.
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