GPU will take the data, draw it, and the hardware will push the output of that to the screen this will happen over and over again during the lifetime of your application. Now Refresh rate and Frame rate should work together in order to get your image drawn to the screen. Now let’s look into Frame Rate which measures how many times your GPU can draw a frame per second for example 30 frame per second or 60 frames per second. this value is specified Hertz and its 60 Hertz its constant based on the hardware. Refresh rate represents how any time a screen can update its display per second. Let’s understand the terms Refresh Rate and Frame Rate. To understand fix all these problems is important to understand how hardware is working, so you know the best ways of working with it. A ton of animation over and over which can cause a large amount of churn on both CPU and GPU.Drawing too many objects on top of each other, which wastes valuable time on coloring which isn’t visible to the user.Spending too much time on redrawing your view hierarchy which wastes CPU cycle.Reasons for missing 16 milliseconds frame window ? this we can easily observer when we dragging a listview or typing some data. so, dint refresh anything so user ends up seeing the same graphic for 32 milliseconds rather than 16 milliseconds this is what we call a laggy or janky experience. the system tried to draw a new picture on the screen, but one wasn’t ready yet. Now if you miss that window and let’s say you take 24 milliseconds then you start to get what we called dropped frame. The android system attempts to redraw your activity every 16 milliseconds or so, which means your application should run all the logic then updates the screen in that 16 milliseconds frames in order to hit 60 frames per seconds.ġ second = 1000 milliseconds we would like to have 60 frames per secondsġ000 milliseconds / 60 frames = 16.6 milliseconds we should redraw / update frames every 16 milliseconds. So, its a Rendering Performance Issue term frame per second completely co-relates the concept of Rendering. So, we have built the great android application, but user complaining about the experience is not always consistent sometimes its slow and hitchy and it doesn’t scrolls as smooth as they would like. Let’s talk about the next performance metric which measures how responsive is your application.
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