GPU usage is too high on iPhoneX and iPhone12 Pro

I am testing babylon’s performance on three iPhone.
My browser is Safari.
All of my testing lasted more than 10 minutes, with No background process.

I use a empty scene for testing: https://playground.babylonjs.com/#8BVNUF

  1. iPhone12 Pro with iOS 14.6, GPU usage: 41%
  2. iPhone11 with iOS 14.3, GPU usage: 26%
  3. iPhoneX with iOS 11, GPU usage: 79%(max), 58%(stable)

I also use a WebGL sample for testing(resize canvas to fit screen): https://mdn.github.io/webgl-examples/tutorial/sample5/

  1. iPhone12 Pro with iOS 14.6, GPU usage: 47%
  2. iPhone11 with iOS 14.3, GPU usage: 26%
  3. iPhoneX with iOS 11, GPU usage: 60%

After around 10 minutes, none is not hot(even iPhone11, the lowest GPU usage)

Any idea?

Not sure what you mean it looks like the gpu usage is smaller on empty scene than the github sample also please not the playground is having overhead with the code editor an Iphone 12 have insane pixel density

Oh, I didn’t actually open this playground with the code editor. I download it into a html file and open it with a local server.
My main purpose is to figure out why the iPhoneX’s GPU usage percentage more than 55 opening a babylon empty scene in both safari and chrome.

An empty scene does actually nothing but gl.clear so you are basically experiencing their bottom-line perf for a full screen gl canvas. I know it is quite insane but it does not fortunately scale linearly as you are adding more elements into the scene

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That’s interesting.
Compared to iOS 14’s(26%), iOS 11’s bottom-line GPU usage(58%) is much higher. What can be the reason? The two iOS has different implementation on gl.clear?

It can definitely be an optimisation on their end linked to their recent move to angle and this is good news :slight_smile: