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Question by Serega03073 · Jan 06, 2016 at 10:12 PM · androidprofilergpucpu

Android internal profiler CPU or GPU bound

Hi guys, help me please to solve a problems with optimization. Sorry in advance for my bad english. A 2D game played in spurts on devices, has millisecond freezes. I decided to detect this cpu or gpu bound. I run internal profiler and adb logcat two time, first time I put all sprites into atlases(with SpritePacker): alt text and the second time not put any sprites to atlases: alt text You can see the result at images. Help me to understand what's the problem, are there CPU or GPU bound, are the problem in the code or in draw calls ? I think I don't have problem with GPU and draw calls because "cpu-ogles-drv>", "gpu>", "cpu-present>" is 0.0ms and draw calls count is non-critical, but at the sametime why "cpu-player>" and "frametime>" is so bad if in "managed-scripts>" update functions takes only 2-3 ms, so it is strange that CPU take much time. Maybe I'm really in something wrong, what does it mean, tell me please what you think about it...

logcatwithspritepacker.png (44.0 kB)
logcatwithoutspritepacker.png (42.6 kB)
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