Overhead
Build
Integrating our library into an app bundle will of course increase it’s size by a modest amount:
| Android | iOS | |
|---|---|---|
| ARM64 only | +1.5MB | +4.0MB |
| ARM64 + ARM32 | +3.8MB | +7.9MB |
Runtime
The runtime impact is also very small: on Android expect to see an additional ~0.5% CPU, 0.8% GPU, and at most 10MB of RAM. On iOS the runtime impact without screenshots is too small to detect. Below is the result of testing a popular commercial game with SDK v1.6.9 in early October 2024.
NB: Due to normal variation during gameplay, each test was run three times and the results averaged.
Subway Surfers |
Unmodified | With SDK (no screenshots) |
With SDK (+screenshots) |
|---|---|---|---|
| Samsung S24 Ultra, Android 14 | |||
| FPS | 120 | 120 | 120 |
| CPU | 7.0% ±0.1 | 7.5% ±0.1 | 8.0% ±0.4 |
| GPU | 9.2% ±0.5 | 10.0% ±0.2 | 9.96% ±0.04 |
| RAM | 690MB ±50MB | 680MB ±50MB | 700MB ±20MB |
| iPhone 14, iOS 17.7 | |||
| FPS | 59 | 59 | 59 |
| CPU | 52.5% ±0.8 | 51.4% ±0.1 | 52.2% ±0.1 |
| GPU | 13.0% ±0.2 | 13.2% ±0.05 | 13.5% ±0.6 |
| RAM | 520MB ±23MB | 510MB ±30MB | 505MB ±2MB |
Storage and upload size overhead - 10Kb for 10 mins session
Screenshots
Screenshots can have a significant impact on session data sizes and upload times so GameBench screenshots use lossy JPEG compression to minimize this. For a typical smartphone with a ~3 megapixel screen a full-size capture will be saved at 50% JPEG quality and occupy roughly 100KB of storage. If you need very frequent screenshots we recommend using one of the reduced size capture options which need much less space.
Subway Surfers