Metal Game Performance Optimization
Metal Game Performance Optimization
WWDC 2018
Game Performance Template
Thread State View (new)
Frame Pacing
Micro Stuttering
Inconsistent frame rate
- Frame time higher than display refresh interval
- Game logic timing errors
Problem
- Do not use sleep() to pace frames!
Best Practice
- Target explicit frame rate
- Use the following APIs (iOS 10.3 +)
-MTLDrawable addPresentedHandler
-MTLCommandBuffer presentDrawable afterMinimumDuration
-MTLCommandBuffer presentDrawable atTime
Thread Stalling
Render thread gets preempted due to low priority
- Priority decay
- Priority inversion
Best Practice
Configure the render thread
- Priority 45
- Opt out of Quality of Service
Thermal Throttling
Impact on system performace
- High device temperature
- Low power mode enabled
Best Practice
- Adjust the workload to the system state
- Use the following APIs
- iOS 11.0+ :NSProcessInfo thermalState
- iOS 10.3+ :MTLCommandBuffer GPUStartTime/ GPUEndTime
- iOS 9.0+ :NSProcessInfo lowPowerModeEnabled
Adjust the Workload
- Target sustainable framerate
- Reduce the resolution
- Simplify the shadow maps
- Use smaller textures
- Decrease the level of detail (LOD) for geometry
- Simplify post-processing and effects
Wasted GPU Time
Waste of power and GPU budget
- Large resources
- Unused GPU work
Best Practice
Profile the GPU
- Understand the cost of every rendering feature
- Remove excessive work
Metal System Trace
- Accurate timing for Vertex, Fragment, and Compute work
- Ideal to measure GPU budget
Dependency Viewer
Finding Hidden Complexity
Take-Away
- Profile early and often
- Target a consistent frame rate
- Set the correct thread prriorites
- Adapt to system load and thermals
- Don’t submit unnecessary work to the GPU