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Regression in average_gpu_usage in simple_animation_perf_ios #120207

@zanderso

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@zanderso

There have been two recent regressions since migrating to the iPhone 11 in the lab. The first one was small:

https://flutter-flutter-perf.skia.org/e/?begin=1672181480&end=1675553399&keys=X0d345e60408f7956175cccac38cc524f&requestType=0&selected=commit%3D32959%26name%3D%252Carch%253Dintel%252Cbranch%253Dmaster%252Cconfig%253Ddefault%252Cdevice_type%253DiPhone_11%252Cdevice_version%253Dnone%252Chost_type%253Dmac%252Csub_result%253Daverage_gpu_usage%252Ctest%253Dbackdrop_filter_perf_ios__timeline_summary%252C&xbaroffset=33206

We guessed that it was due to flutter/engine#38989, but couldn't repro locally since the variance in gpu utilization is high.

This second one is larger:

https://flutter-flutter-perf.skia.org/e/?begin=1675463868&end=1675693416&keys=X0d345e60408f7956175cccac38cc524f&num_commits=50&request_type=1&xbaroffset=33206

There are two commits that seem like they might be related flutter/engine#39172 and flutter/engine#39359.

One reason GPU utilization might increase is that thanks to these changes, Flutter is now pushing frames at a higher rate. That would overall be a good thing. I'm filing this issue so that we can investigate whether that is the trade-off that we're making. Assigning @cyanglaz.

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P1High-priority issues at the top of the work listengineflutter/engine related. See also e: labels.perf: energyPerformance issues related to energy use (power, watts)platform-iosiOS applications specifically

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