![]() ![]() The ones that are most interesting for game profiling are CrGpuMain, which shows what the Graphics Processing Unit (GPU) is doing, and CrRendererMain. There are rows for a number of different kinds of resources. Let's talk about how to read it.Įach row represents a process being profiled, the left-right axis indicates time, and each colored box is an instrumented function call. This is an example of what the data might look like: Simple tracing result Type "about:tracing" into Chrome's omniboxįrom the tracing tool, you can start recording, run your game for a few seconds, and then view the trace data. To see the tracing view simply type "about:tracing" into Chrome's omnibox (address bar). Future articles will cover mobile debugging, but in the meanwhile you can refer to this document. ![]() Tip: you can also capture tracing information from Chrome for Android. (See a later section on manually instrumenting your JS) Many of the functions in Chrome are instrumented for tracing out of the box, so without doing any manual instrumentation you can still use about:tracing to track your performance. Hello about:tracing #Ĭhrome's about:tracing tool gives you a window into all of Chrome's activities over a period of time with so much granularity that you might find it overwhelming at first. You’ll save a lot of time and energy, get a clearer picture of what Chrome is doing with each frame, and use this information to optimize your game. The about:tracing tool provides the insight that helps you avoid hasty workarounds aimed at performance improvement, but which are essentially well-intentioned guesswork. Evaluating frames per second (FPS) data is a start, but to see the full picture, you have to grasp the nuances in the Chrome activities. To get your HTML5 games to run faster, you have to first pinpoint the performance bottlenecks, but this can be difficult.
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