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.