When using code from the example for frame time counters (https://playground.babylonjs.com/#HH8T00#1) the frame times always read 0 on mobile, even if the scene is far too complex and is lagging hard on the device.
It doesn’t show frame time on a Pixel 6 or a Moto Z2 Force using Chrome. It does show the shader compilation time.
Perhaps there is other instrumentation that should be used instead?
This relies on some WebGL level apis which are unfortunately not availalbe on mobile so there is not much we can do on our side, this is using the timer query extensions from webgl
The docs here Optimizing Your Scene | Babylon.js Documentation note that this has been added in on some browsers, it also provides a link to test pages to see what features are enabled on your browser.
When I go to the Khronos link on mobile, it shows all passing for EXT_disjoint_timer_query extension support. Similarly the Webgl2 support link shows that all functions are implemented (Though it makes no mention of disjoint_timer_query, on desktop or mobile)
I used this yesterday on Chrome/Android and it works. I had to turn on the flag chrome://flags#enable-webgl-developer-extensions and restart the browser.