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.

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