perf test вава
perf test вава
Hello,
Please find below the Android Technical Performance Analysis Report for Yahtzee v8.27.4
A couple of notes:
- We used manual testing to gather the data for this release, therefore you will only see data of 5 different devices that
are used as a representation of the different tiers.
- Not all of the devices can be compared to the automated data from previous passes
- Manual Testing also includes Battery Consumption and Avg CPU Load Percentages for a game session of around 15
minutes. These metrics are not available on scout, so this is the first time that we collect them for Dice.
- We also gathered data for two types of users: brand new users with fresh installs, and experienced users. You can see
the results and the graphs in the report below.
Thanks!
Larissa
----------
* All metrics are measured against the previous RC, as well as the title’s best performing metric across all RC’s.
Executive Summary
Low tier Android devices performed better than Low tier iOS.
1st Start Times are a bit high at around 20 seconds across devices.
Nth Start times on Low tier Android devices could use some improvement. High end devices have good Nth start times
compared to 1st start times..
FPS numbers are high, all devices reaching averages over 50 FPS
Experienced Users see a slight decrease in performance compared to brand new users
Battery Consumption is high on a couple of devices
Memory Usage continues to increase over time
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1st start times are over 20 seconds, ideally they should be all kept under 10
seconds, at least for high end devices.
Nth start times increased by an average of 5 seconds compared to the previous
Warning
analyzed version
FPS decreases slightly in all areas and devices for experienced users
Memory usage increased by an average of 6%
Please see the Dice Data and Trends Report for data and trends
Good 1 less flagged device for ANR bad behavior than in the previous report
Rates show improvements compared to the previous report
Crash Rates are below the bad behavior threshold with 1.02% (.16% lower
than the previous performance report)
Warning Crash and ANR rates in all versions seem to be stable or slightly improving
in the last 28 days, however ANRs are still above the bad behavior
threshold
Critical ANR Rates are above the bad behavior threshold with 0.94% (.06% lower
than the previous performance report)
24 devices are above the bad behavior threshold for ANR
8 devices are above the bad behavior threshold for crashes (2 less than
the previous performance report)
3 devices are above both ANR and crashes thresholds (4 less than the
previous performance report)
Yahtzee is way above bad behavior thresholds compared to similar
games available in the Google Play Store
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Startup Times:
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FPS:
Memory:
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Battery:
Disclaimer: Battery consumption can only be gathered manually therefore, this is the first time that we have data for this specific
KPI – no comparisons to other versions can be made, nor can we get a trend.
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Playgami Console:
There are over 100 devices that have startup times of over 20 seconds. This live version is launching faster than the previous 3
analyzed versions (8.19, 8.21 and 8.24). There is 1 device launching in over 2 minutes, the LG G6. The slowest devices are
mostly low-end tablets.
As for errored devices, this release seems to be having more errors compared to the previous analyzed version. In the
previous report more than 100 devices had an error rate over 30%, which also happens in this release. However, now we can see
that the Moto e7 has an error rate of 95%, which is 15% higher than the previous worst device (Moto E5 Play at 80%).
Critical issues, or bad behavior raised by Google in the Google Play Console may reduce the visibility or show warnings on
the app’s store listing to indicate to the users that your app may not work properly on their phone. This will have an impact on
your app’s discoverability and organic installs on the Google Play App Store and may not be considered for featuring on
the platform.
With the current ANR and crash percentages, Dice is NOT eligible for store placements due to Overall ANR and Crash rates
being above the threshold. Discoverability in 24 devices is also affected due to Bad Behavior flags.
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Devices of interest that fall in this category for Dice are: Devices of interest that fall in this category for Dice are:
Galaxy A13 5G Galaxy A03s
Galaxy A32 5G Moto G Pure
Galaxy A03s Moto G Power (2022)
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Affected Affected
Session Device Model Device Device Session Device Model Device Device
Behavior % (Google Play) Name Brand Behavior % (Google Play) Brand Name
Bad Bad
Behavior 14.53% Schok/SV55216 SV55216 Schok Behavior 19.12% lge/mh5lm-8m lge LG K30
Bad Moto G Bad
Behavior 14.17% motorola/sofia Power motorola Behavior 11.86% BLU/B130DL BLU B131DL
Bad
Behavior 12.27% T-Mobile/Newcastle REVVL V T-Mobile At Risk 7.22% lge mdh30lm (Q51) lge Q51
Bad
Behavior 12.03% motorola/ginna Moto E motorola
Bad
Behavior 10.60% ATT/U319AA U319AA ATT
Bad Moto G7
Behavior 10.43% motorola/channel play motorola
Moto G
Bad Power
Behavior 9.94% motorola/borneo 2021 motorola
*Yellow indicates that the device is flagged for both, ANR and Crash bad behavior
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*Note: We will not include the Native method - android.os.MessageQueue.nativePollOnce ANR anymore as Google says it is not possible to determine the
root cause of that ANR. They suggest looking at the ANRs with the same type and activity, but with different main thread states to try to find the underlying
cause. However, please feel free to see this document that was shared by Unity; it includes some tips on how to fix some of the ANRs that are affecting one
of our games. It appears that updating firebase to Firebase BOM 31.4.0 can also help get rid of this ANR, as well as some other initiatives taken by the Ads
Team.
Stack Trace
Infinix-X652B (S5 Lite) / Android 9 (SDK 28), Version 21488 (8.23.1)
at java.lang.Thread.parkFor$ (Thread.java:2137)
at sun.misc.Unsafe.park (Unsafe.java:358)
at java.util.concurrent.locks.LockSupport.parkNanos (LockSupport.java:230)
at java.util.concurrent.locks.AbstractQueuedSynchronizer.doAcquireSharedNanos (AbstractQueuedSynchronizer.java:1061)
at java.util.concurrent.locks.AbstractQueuedSynchronizer.tryAcquireSharedNanos (AbstractQueuedSynchronizer.java:1352)
at java.util.concurrent.Semaphore.tryAcquire (Semaphore.java:415)
at com.unity3d.player.UnityPlayer.updateDisplayInternal (unavailable)
at com.unity3d.player.UnityPlayer.updateGLDisplay (unavailable)
at com.unity3d.player.UnityPlayer.access$1100 (unavailable)
at com.unity3d.player.UnityPlayer$19.surfaceDestroyed (unavailable)
at android.view.SurfaceView.updateSurface (SurfaceView.java:667)
at android.view.SurfaceView.onWindowVisibilityChanged (SurfaceView.java:272)
at android.view.View.dispatchWindowVisibilityChanged (View.java:13356)
at android.view.ViewGroup.dispatchWindowVisibilityChanged (ViewGroup.java:1558)
at android.view.ViewGroup.dispatchWindowVisibilityChanged (ViewGroup.java:1558)
at android.view.ViewGroup.dispatchWindowVisibilityChanged (ViewGroup.java:1558)
at android.view.ViewRootImpl.performTraversals (ViewRootImpl.java:1883)
at android.view.ViewRootImpl.doTraversal (ViewRootImpl.java:1560)
at android.view.ViewRootImpl$TraversalRunnable.run (ViewRootImpl.java:7514)
at android.view.Choreographer$CallbackRecord.run (Choreographer.java:977)
at android.view.Choreographer.doCallbacks (Choreographer.java:785)
at android.view.Choreographer.doFrame (Choreographer.java:717)
at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:963)
at android.os.Handler.handleCallback (Handler.java:873)
at android.os.Handler.dispatchMessage (Handler.java:99)
at android.os.Looper.loop (Looper.java:193)
at android.app.ActivityThread.main (ActivityThread.java:6819)
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:497)
at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:912)
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Stack Trace:
Redmi sweet (RedMi Note 10 Pro) / Android 13 (SDK 33), Version 21619 (8.27.1)
ABI : arm64-v8a
at com.adsbynimbus.render.AdController.dispatchAdEvent (AdController.kt:112)
at com.adsbynimbus.render.BlockingAdController.childEvent$ui_release (BlockingAdController.kt:76)
at com.adsbynimbus.render.NimbusAdViewDialog.onAdEvent (NimbusAdViewDialog.kt:180)
at com.adsbynimbus.render.AdController.dispatchAdEvent (AdController.kt:112)
at com.adsbynimbus.render.ExoPlayerVideoPlayer.setVolume (ExoPlayerVideoPlayer.java:131)
at com.adsbynimbus.render.NimbusAdViewDialog.onAdRendered (NimbusAdViewDialog.kt:157)
at com.adsbynimbus.render.AdLoader$load$1.onAdRendered (AdLoader.kt:22)
at com.adsbynimbus.render.AdLoadHandler.onAdsManagerLoaded (AdLoadHandler.java:48)
at com.google.ads.interactivemedia.v3.internal.ahx.j (IMASDK:2)
at com.google.ads.interactivemedia.v3.internal.ahv.b (IMASDK:10)
at com.google.ads.interactivemedia.v3.internal.aje.k (IMASDK:71)
at com.google.ads.interactivemedia.v3.internal.ajk.f (IMASDK:5)
at com.google.ads.interactivemedia.v3.internal.ajh.shouldOverrideUrlLoading (IMASDK:2)
at android.webkit.WebViewClient.shouldOverrideUrlLoading (WebViewClient.java:83)
at org.chromium.android_webview.AwContentsClientBridge.shouldOverrideUrlLoading (chromium-TrichromeWebViewGoogle.aab-stable-
<US_SOCIAL_SECURITY_NUMBER>:89)
at android.os.MessageQueue.nativePollOnce
at android.os.MessageQueue.next (MessageQueue.java:341)
at android.os.Looper.loopOnce (Looper.java:169)
at android.os.Looper.loop (Looper.java:300)
at android.app.ActivityThread.main (ActivityThread.java:8296)
at java.lang.reflect.Method.invoke
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:559)
at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:954)
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For Yahtzee, this is mostly showing on users using Android 9 or later with Android 9 being the one with the highest percentage of
affected sessions at 18.22% (This is 3% higher than in the previous report). Highest number of affected sessions are running
on Android 13. Devices affected are mostly low and medium tier devices, however we can also see a considerable amount of
affected users with high end devices like Galaxy S23 or Galaxy Z Fold4. The highest number of affected sessions are using a
Samsung Galaxy S20 FE, while the highest percentage are on the BLU B130DL.
Most affected Android Version: Android 9 (SDK 28) / Devices can be Galaxy S8, Galaxy Note8, Galaxy S8+
Most affected session percentage: Tablets at 7.87% (4% less than in the previous report) / Devices can be Galaxy Z Fold3*,
Galaxy Z Fold4*, Galaxy Tab A
Most affected devices by session %: BLU B130DL, BLU B140DL, Galaxy A12
Most affected devices by session #: Galaxy S20 FE, Galaxy S22 Ultra, Galaxy S22
*CaRT does not consider Galaxy Z Fold series to be tablets, but phones, however Google Play Console categorizes them as tablets
Please reach out to the CaRT Team if you have any questions/concerns.
Thank you,
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