In most cases, games will show themselves to either be “CPU-bound” or “GPU-bound”. If you are new to profiling, a good general approach is to: Improving the algorithm will improve the game on all devices. For example, an inefficient texture loading algorithm may “work fine” on higher end mobile devices, but not be able to keep up on a Chromebook with a 4k display. ChromeOS, with a tendency for larger displays and desktop input devices, may just surface certain issues more readily. ![]() Something to keep in mind when specifically optimizing your game’s performance on ChromeOS is that the underlying performance issues are shared across all devices, and improvements will benefit performance and battery life for all users. Below are some tips to help speed up the process. On ChromeOS, many tools are designed with ARM chipsets in mind. The many moving parts that need to be perfectly synchronized in a game combined with the complexity in a given scene can make understanding and isolating problems difficult. Performance profiling and tuning is a complex task that can feel more like an art than a science.
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