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11 August 2015
Ville-Veikko Helppi
Technical Product Manager
ville-veikko.helppi@bitbar.com
How to Reliably Measure and
Optimize Graphics
Performance of Your Android
Games
W E B I N A R
Sharif Sakr
Director of Business Dev.
sharif@gamebench.net
Agenda
• Testdroid Statistics from Q2'2015
• Testing Mobile Games – Why and How?
• Optimize Graphics Performance with
Help of Gamebench - Introduction
• Demonstration
• Q&A
TESTDROID STATISTICS
Q2'2015 – Test Run Stats
Why Mobile Games Fail?
iOS 8.0
iOS 8.0.2
iOS 8.1
iOS 8.1.1
iOS 8.2
iOS 8 ALL
KitKat 4.4
KitKat 4.4.2
KitKat 4.4.3
KitKat 4.4.4
KitKat ALL
Lollipop 5.0
Lollipop 5.0.1
Lollipop 5.0.2
Lollipop ALL
Android 'M'
0 5 10 15 20 25 30 35
Failed test runs. Percentage (%).
Some Observations
1
2
Some Observations
3
4
Some Observations
5
6
Android Fragmentation 2015
by Open Signal report August 2015
Testdroid Cloud
>95%
Android Fragmentation 2015
by Open Signal report August 2015
Testdroid Cloud
+
Gamebench
>85%
How Many Devices is Enough?
~90%
market coverage can
be achieved with
128
devices
~20%
market coverage can
be achieved with
14
devices
US Market
30 Android devices
= ~2/3 market
Global Market
80 Android devices
= ~1/2 market
TESTING MOBILE GAMES
Correct behaviour across
platforms and browsers
Integration with web back-
ends
Typically need to
fully utilize HW
(CPU+GPU)
Resource (e.g.
battery)
consumption
OpenGL ES 2/3
Performance!
Functionality and
usability
Screen
orientations,
connectivity, user
profiles
Robustness
Robustness and security!
Brand
Compliances, verification
with back-ends and data
Different 'Verticals'
Manual Testing is not Agile
Test Automation is Agile
OS
versions
Chipsets
CPU +
GPU
Tens of
OEMs
Memory
Displays
(resolutions,
physical hw)
OEM
mods
Other
hardware
(connectivity
calibration)
Relation
to other
software
Where Test Automation Can Help
Why Real Devices Are Must-to-Have
• Emulators cannot help you to test...
• User Experience
• Usability
• Hardware
• Software
• Infrastructure
0 % = the percentage of your app users
that use emulator to run your app!
Why Testing Games Matter?
• Graphics performance
capability is the most
important thing for mobile
games when forming UX
• Too many games fail to work
properly with low-end/mid-
range devices due hardware
performance
• The real understanding of
game's performance
capability can be only figured
out by testing on real devices Understanding
How quickly gamer assimilates what the
game is about, how to fully play with it, what
are the functionalities.
Usability
The main User Interface, menus, design and
how usable those are
Playing Experience
Intuition to follow the game and go forward
with its instructions and game-play
Monetization
Are gamers willing to buy – invest – in game
Types of Game Testing
• Functionality of the game-play, featuresFunctional Testing
• Done always when new features /regressions
are includedRegression Testing
• How game runs on different configurationsCompatibility Testing
• Different languages, geo-focused materialsLocalization Testing
• Endurance test to determine if system can
handle the loadSoak Testing
• Measures the capacity of the systemStress Testing
• Simplest form of performance testing,
measures how system handles certain loadsLoad Testing
• Isolation of the environment (e.g. from
network) to see how game worksHermetic Testing
Feature
-based
testing
Performance
testing
End-user
testing
Gameflow - Performance
• Compared to regular app testing, mobile game testing
may seem to be more challenging
• e.g. OpenGL ES content not action-identifiable
• Graphics and UI – Identical look&feel across all
devices and variants
• Usability controls in the context of game
• Navigation/game-play, Progress, Delays between
"game-stages"
• Animations, Fonts, Other graphics assets
• Screen Resolution and Orientation
• Studies: Majority of users leave game
due sluggish, general slowness or
other bad performance behavior
• It's very important to understand how
game behaves on different devices,
under different circumstances
Performance Makes +/- UX
Performance Testing
• Performance, Load, Stress, Spike, Soak
• Measure the real
user experience
• Execute tests with
all possible devices
(SW&HW)
• Discover the impact
of server loads, app
performance
(CPU/GPU
utilization)
Components in Game Testing
App Middleware Platform Connectivity/Network Back-end
GAME
Game
Engine
Android
iOS
...
API
&
services
Server
Database
Starts at Design Level
App Middleware Platform Connectivity/Network Back-end
GAME
Game
Engine
Android
iOS
...
API
&
services
Server
Database
Game Design,
GFX Assets,
Files, Optimization
Performance Testing w/HW
App Middleware Platform Connectivity/Network Back-end
GAME
Game
Engine
Android
iOS
...
API
&
services
Server
Database
Real Devices and Platform
Compatibility Testing
App Middleware Platform Connectivity/Network Back-end
GAME
Game
Engine
Android
iOS
...
API
&
services
Server
Database
Variations
Reference Testing
App Middleware Platform Connectivity/Network Back-end
GAME
Game
Engine
Android
iOS
...
API
&
services
Server
Database
Back-End Performance
App Middleware Platform Connectivity/Network Back-end
GAME
Game
Engine
Android
iOS
...
API
&
services
Server
Database
Game with Back-End
Integration / Google
Play Services
Game Testing Process
Trends in Mobile Game Testing
• Image recognition
15 seconds
GAMEBENCH
A traffic light system for mobile apps and devices
50%
People notice performance
Performance = promotion
OEM and
Chip
makers
Developers – Games, Apps, VR
Journalists
Testing /
QA
40k+ downloads in less
than 1 yr since launch,
>250 users any day
Market traction
App and Game
Developers
Chip makers
OEM
Consumers
Journalists
and
Enthusiasts
Used to certify
performance
before release
Used by retailers to match
consumers’ usage profiles
to mobile devices
Helps with device
and app performance
reviews
Copyright GameBench Limited
Q&A
Who are the people behind GameBench
•Sri Kannan Iyer: CEO & Founder
(London)
•Over 15 years experience in the mobile
•ARM, MediaTek, Analog Devices and Intel
•MSEE (UT Austin), MBA (Oxford)
•4 patents, 1 book chapter, speaker at
several conferences
•Karthik Hariharakrishnan: CTO &
Founder (Bristol)
•Over 10 years in mobile engineering
•ARM, Motorola, National Instruments
•MSEE (University of Illinois), 3 patents
Six employees
based in
Bristol &
London
Get in touch!
sharif@gamebench.net
Demonstration
Gamebench with Real Devices from Testdroid
Cloud
THANK YOU!
More information about frameworks, devices
and testing at www.testdroid.com

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How to Reliably Measure and Optimize Graphics Performance of Your Android Games

  • 1. 11 August 2015 Ville-Veikko Helppi Technical Product Manager ville-veikko.helppi@bitbar.com How to Reliably Measure and Optimize Graphics Performance of Your Android Games W E B I N A R Sharif Sakr Director of Business Dev. sharif@gamebench.net
  • 2. Agenda • Testdroid Statistics from Q2'2015 • Testing Mobile Games – Why and How? • Optimize Graphics Performance with Help of Gamebench - Introduction • Demonstration • Q&A
  • 4. Q2'2015 – Test Run Stats
  • 6. iOS 8.0 iOS 8.0.2 iOS 8.1 iOS 8.1.1 iOS 8.2 iOS 8 ALL KitKat 4.4 KitKat 4.4.2 KitKat 4.4.3 KitKat 4.4.4 KitKat ALL Lollipop 5.0 Lollipop 5.0.1 Lollipop 5.0.2 Lollipop ALL Android 'M' 0 5 10 15 20 25 30 35 Failed test runs. Percentage (%).
  • 10. Android Fragmentation 2015 by Open Signal report August 2015 Testdroid Cloud >95%
  • 11. Android Fragmentation 2015 by Open Signal report August 2015 Testdroid Cloud + Gamebench >85%
  • 12. How Many Devices is Enough? ~90% market coverage can be achieved with 128 devices ~20% market coverage can be achieved with 14 devices US Market 30 Android devices = ~2/3 market Global Market 80 Android devices = ~1/2 market
  • 14. Correct behaviour across platforms and browsers Integration with web back- ends Typically need to fully utilize HW (CPU+GPU) Resource (e.g. battery) consumption OpenGL ES 2/3 Performance! Functionality and usability Screen orientations, connectivity, user profiles Robustness Robustness and security! Brand Compliances, verification with back-ends and data Different 'Verticals'
  • 15. Manual Testing is not Agile
  • 17. OS versions Chipsets CPU + GPU Tens of OEMs Memory Displays (resolutions, physical hw) OEM mods Other hardware (connectivity calibration) Relation to other software Where Test Automation Can Help
  • 18. Why Real Devices Are Must-to-Have • Emulators cannot help you to test... • User Experience • Usability • Hardware • Software • Infrastructure 0 % = the percentage of your app users that use emulator to run your app!
  • 19. Why Testing Games Matter? • Graphics performance capability is the most important thing for mobile games when forming UX • Too many games fail to work properly with low-end/mid- range devices due hardware performance • The real understanding of game's performance capability can be only figured out by testing on real devices Understanding How quickly gamer assimilates what the game is about, how to fully play with it, what are the functionalities. Usability The main User Interface, menus, design and how usable those are Playing Experience Intuition to follow the game and go forward with its instructions and game-play Monetization Are gamers willing to buy – invest – in game
  • 20. Types of Game Testing • Functionality of the game-play, featuresFunctional Testing • Done always when new features /regressions are includedRegression Testing • How game runs on different configurationsCompatibility Testing • Different languages, geo-focused materialsLocalization Testing • Endurance test to determine if system can handle the loadSoak Testing • Measures the capacity of the systemStress Testing • Simplest form of performance testing, measures how system handles certain loadsLoad Testing • Isolation of the environment (e.g. from network) to see how game worksHermetic Testing Feature -based testing Performance testing End-user testing
  • 21. Gameflow - Performance • Compared to regular app testing, mobile game testing may seem to be more challenging • e.g. OpenGL ES content not action-identifiable • Graphics and UI – Identical look&feel across all devices and variants • Usability controls in the context of game • Navigation/game-play, Progress, Delays between "game-stages" • Animations, Fonts, Other graphics assets • Screen Resolution and Orientation
  • 22. • Studies: Majority of users leave game due sluggish, general slowness or other bad performance behavior • It's very important to understand how game behaves on different devices, under different circumstances Performance Makes +/- UX
  • 23. Performance Testing • Performance, Load, Stress, Spike, Soak • Measure the real user experience • Execute tests with all possible devices (SW&HW) • Discover the impact of server loads, app performance (CPU/GPU utilization)
  • 24. Components in Game Testing App Middleware Platform Connectivity/Network Back-end GAME Game Engine Android iOS ... API & services Server Database
  • 25. Starts at Design Level App Middleware Platform Connectivity/Network Back-end GAME Game Engine Android iOS ... API & services Server Database Game Design, GFX Assets, Files, Optimization
  • 26. Performance Testing w/HW App Middleware Platform Connectivity/Network Back-end GAME Game Engine Android iOS ... API & services Server Database Real Devices and Platform
  • 27. Compatibility Testing App Middleware Platform Connectivity/Network Back-end GAME Game Engine Android iOS ... API & services Server Database Variations
  • 28. Reference Testing App Middleware Platform Connectivity/Network Back-end GAME Game Engine Android iOS ... API & services Server Database
  • 29. Back-End Performance App Middleware Platform Connectivity/Network Back-end GAME Game Engine Android iOS ... API & services Server Database Game with Back-End Integration / Google Play Services
  • 31. Trends in Mobile Game Testing • Image recognition 15 seconds
  • 33. A traffic light system for mobile apps and devices
  • 34. 50%
  • 36.
  • 37.
  • 38.
  • 40. OEM and Chip makers Developers – Games, Apps, VR Journalists Testing / QA 40k+ downloads in less than 1 yr since launch, >250 users any day Market traction
  • 41. App and Game Developers Chip makers OEM Consumers Journalists and Enthusiasts Used to certify performance before release Used by retailers to match consumers’ usage profiles to mobile devices Helps with device and app performance reviews
  • 43. Who are the people behind GameBench •Sri Kannan Iyer: CEO & Founder (London) •Over 15 years experience in the mobile •ARM, MediaTek, Analog Devices and Intel •MSEE (UT Austin), MBA (Oxford) •4 patents, 1 book chapter, speaker at several conferences •Karthik Hariharakrishnan: CTO & Founder (Bristol) •Over 10 years in mobile engineering •ARM, Motorola, National Instruments •MSEE (University of Illinois), 3 patents Six employees based in Bristol & London Get in touch!
  • 45. Demonstration Gamebench with Real Devices from Testdroid Cloud
  • 46.
  • 47. THANK YOU! More information about frameworks, devices and testing at www.testdroid.com