Measuring FPS

In the previous entry we have created a game loop that runs at a constant speed and constant (more or less) FPS.

How can we measure it?

Check the new MainThread.java class.


package net.obviam.droidz;

 

import java.text.DecimalFormat;

 

import android.graphics.Canvas;

import android.util.Log;

import android.view.SurfaceHolder;

 

/**

 * @author impaler

 *

 * The Main thread which contains the game loop. The thread must have access to

 * the surface view and holder to trigger events every game tick.

 */

public class MainThread extends Thread {

 

    private static final String TAG = MainThread.class.getSimpleName();

 

    // desired fps

    private final static int    MAX_FPS = 50;

    // maximum number of frames to be skipped

    private final static int    MAX_FRAME_SKIPS = 5;

    // the frame period

    private final static int    FRAME_PERIOD = 1000 / MAX_FPS;

 

    // Stuff for stats */

    private DecimalFormat df = new DecimalFormat("0.##");  // 2 dp

    // we'll be reading the stats every second

    private final static int    STAT_INTERVAL = 1000; //ms

    // the average will be calculated by storing

    // the last n FPSs

    private final static int    FPS_HISTORY_NR = 10;

    // last time the status was stored

    private long lastStatusStore = 0;

    // the status time counter

    private long statusIntervalTimer    = 0l;

    // number of frames skipped since the game started

    private long totalFramesSkipped         = 0l;

    // number of frames skipped in a store cycle (1 sec)

    private long framesSkippedPerStatCycle  = 0l;

 

    // number of rendered frames in an interval

    private int frameCountPerStatCycle = 0;

    private long totalFrameCount = 0l;

    // the last FPS values

    private double  fpsStore[];

    // the number of times the stat has been read

    private long    statsCount = 0;

    // the average FPS since the game started

    private double  averageFps = 0.0;

 

    // Surface holder that can access the physical surface

    private SurfaceHolder surfaceHolder;

    // The actual view that handles inputs

    // and draws to the surface

    private MainGamePanel gamePanel;

 

    // flag to hold game state

    private boolean running;

    public void setRunning(boolean running) {

        this.running = running;

    }

 

    public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {

        super();

        this.surfaceHolder = surfaceHolder;

        this.gamePanel = gamePanel;

    }

 

    @Override

    public void run() {

        Canvas canvas;

        Log.d(TAG, "Starting game loop");

        // initialise timing elements for stat gathering

        initTimingElements();

 

        long beginTime;     // the time when the cycle begun

        long timeDiff;      // the time it took for the cycle to execute

        int sleepTime;      // ms to sleep (<0 if we're behind)

        int framesSkipped;  // number of frames being skipped 

 

        sleepTime = 0;

 

        while (running) {

            canvas = null;

            // try locking the canvas for exclusive pixel editing

            // in the surface

            try {

                canvas = this.surfaceHolder.lockCanvas();

                synchronized (surfaceHolder) {

                    beginTime = System.currentTimeMillis();

                    framesSkipped = 0;  // resetting the frames skipped

                    // update game state

                    this.gamePanel.update();

                    // render state to the screen

                    // draws the canvas on the panel

                    this.gamePanel.render(canvas);

                    // calculate how long did the cycle take

                    timeDiff = System.currentTimeMillis() - beginTime;

                    // calculate sleep time

                    sleepTime = (int)(FRAME_PERIOD - timeDiff);

 

                    if (sleepTime > 0) {

                        // if sleepTime > 0 we're OK

                        try {

                            // send the thread to sleep for a short period

                            // very useful for battery saving

                            Thread.sleep(sleepTime);

                        } catch (InterruptedException e) {}

                    }

 

                    while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {

                        // we need to catch up

                        this.gamePanel.update(); // update without rendering

                        sleepTime += FRAME_PERIOD;  // add frame period to check if in next frame

                        framesSkipped++;

                    }

 

                    if (framesSkipped > 0) {

                        Log.d(TAG, "Skipped:" + framesSkipped);

                    }

                    // for statistics

                    framesSkippedPerStatCycle += framesSkipped;

                    // calling the routine to store the gathered statistics

                    storeStats();

                }

            } finally {

                // in case of an exception the surface is not left in

                // an inconsistent state

                if (canvas != null) {

                    surfaceHolder.unlockCanvasAndPost(canvas);

                }

            }   // end finally

        }

    }

 

    /**

     * The statistics - it is called every cycle, it checks if time since last

     * store is greater than the statistics gathering period (1 sec) and if so

     * it calculates the FPS for the last period and stores it.

     *

     *  It tracks the number of frames per period. The number of frames since

     *  the start of the period are summed up and the calculation takes part

     *  only if the next period and the frame count is reset to 0.

     */

    private void storeStats() {

        frameCountPerStatCycle++;

        totalFrameCount++;

 

        // check the actual time

        statusIntervalTimer += (System.currentTimeMillis() - statusIntervalTimer);

 

        if (statusIntervalTimer >= lastStatusStore + STAT_INTERVAL) {

            // calculate the actual frames pers status check interval

            double actualFps = (double)(frameCountPerStatCycle / (STAT_INTERVAL / 1000));

 

            //stores the latest fps in the array

            fpsStore[(int) statsCount % FPS_HISTORY_NR] = actualFps;

 

            // increase the number of times statistics was calculated

            statsCount++;

 

            double totalFps = 0.0;

            // sum up the stored fps values

            for (int i = 0; i < FPS_HISTORY_NR; i++) {

                totalFps += fpsStore[i];

            }

 

            // obtain the average

            if (statsCount < FPS_HISTORY_NR) {

                // in case of the first 10 triggers

                averageFps = totalFps / statsCount;

            } else {

                averageFps = totalFps / FPS_HISTORY_NR;

            }

            // saving the number of total frames skipped

            totalFramesSkipped += framesSkippedPerStatCycle;

            // resetting the counters after a status record (1 sec)

            framesSkippedPerStatCycle = 0;

            statusIntervalTimer = 0;

            frameCountPerStatCycle = 0;

 

            statusIntervalTimer = System.currentTimeMillis();

            lastStatusStore = statusIntervalTimer;

//          Log.d(TAG, "Average FPS:" + df.format(averageFps));

            gamePanel.setAvgFps("FPS: " + df.format(averageFps));

        }

    }

 

    private void initTimingElements() {

        // initialise timing elements

        fpsStore = new double[FPS_HISTORY_NR];

        for (int i = 0; i < FPS_HISTORY_NR; i++) {

            fpsStore[i] = 0.0;

        }

        Log.d(TAG + ".initTimingElements()", "Timing elements for stats initialised");

    }

 

}

I introduced a simple measuring function. I count the number of frames every second and store them in the fpsStore[] array. The storeStats() is called every tick and if the 1 second interval (STAT_INTERVAL = 1000;) is not reached then it simply adds the number of frames to the existing count.

If the one second is hit then it takes the number of rendered frames and adds them to the array of FPSs. After this I just reset the counters for the current statistics cycle and add the results to a global counter. The average is calculated on the values stored in the last 10 seconds.

Line 171 logs the FPS every second while line 172 sets the avgFps value of the gamePanel instance to be displayed on the screen.

The MainGamePanel.java class’s render method contains the the displayFps call which just draws the text onto the top right corner of the display every time the state is rendered. It also has a private member that is set from the thread.


// the fps to be displayed

private String avgFps;

public void setAvgFps(String avgFps) {

    this.avgFps = avgFps;

}

 

public void render(Canvas canvas) {

    canvas.drawColor(Color.BLACK);

    droid.draw(canvas);

    // display fps

    displayFps(canvas, avgFps);

}

 

private void displayFps(Canvas canvas, String fps) {

    if (canvas != null && fps != null) {

        Paint paint = new Paint();

        paint.setARGB(255, 255, 255, 255);

        canvas.drawText(fps, this.getWidth() - 50, 20, paint);

    }

}

Try running it. You should have the FPS displayed in the top right corner.

FPS Displayed

FPS Displayed