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How to test the real FPS in my browser?(Chrome or Firefox) #9
There used to be an FPS counter in the STF UI. Basically the FPS reported by STF was the speed at which the browser could receive and render frames. However, it's currently difficult to measure, since on newer Android versions we don't read a frame at all if there's no change on the screen. So most of the time it would probably show <1 FPS.
For one frame, all of this needs to happen:
Android notifies us there's a new frame (fast)
We lock the new frame (fast)
The frame is converted to JPEG (slow)
The JPEG data is sent via the ADB USB connection (slow)
Our Node.js application receives the data (fast)
The Node.js application sends the frame data over via WebSocket (fast)
The browser receives the data (fast)
The browser renders the data into <canvas> (speed depends on client specs)
Therefore, the measurable FPS is different at every point. The values mentioned in the README cover all steps and are a reasonable average based on our personal experience.
If you want to measure meaningful FPS, you should write your own application that reads data from the minicap socket over USB as quickly as possible, open an application that's always moving (perhaps a game) and count how many frames it has received.
@gunta@sorccu
Thank you for your reply. Could you please add this feature back or just email me this piece of code since the FPS is really important for me at this time. Very appreciate.
Activity
Tierney0115 commentedon Nov 6, 2015
By the way I am using STF and want to get the real FPS in time. Thanks.
gunta commentedon Nov 6, 2015
We had this feature before, we'll add it back
sorccu commentedon Nov 6, 2015
There used to be an FPS counter in the STF UI. Basically the FPS reported by STF was the speed at which the browser could receive and render frames. However, it's currently difficult to measure, since on newer Android versions we don't read a frame at all if there's no change on the screen. So most of the time it would probably show <1 FPS.
For one frame, all of this needs to happen:
<canvas>(speed depends on client specs)Therefore, the measurable FPS is different at every point. The values mentioned in the README cover all steps and are a reasonable average based on our personal experience.
If you want to measure meaningful FPS, you should write your own application that reads data from the minicap socket over USB as quickly as possible, open an application that's always moving (perhaps a game) and count how many frames it has received.
Tierney0115 commentedon Nov 6, 2015
@gunta @sorccu
Thank you for your reply. Could you please add this feature back or just email me this piece of code since the FPS is really important for me at this time. Very appreciate.
sorccu commentedon Nov 6, 2015
Perhaps eventually, but I'm too busy to do anything about it right now.
On Friday, 6 November 2015, Tierney0115 notifications@github.com wrote:
Tierney0115 commentedon Nov 9, 2015
OK. I will try to figure it out. Thank you anyway