This page outline changes for each release of the Android Game SDK.
1.2.4 (April 21st, 201)
This release is a bug fix release for Android Performance Tuner.
fixed | Fix loading time and duration recording on devices with inconsistent CLOCK_BOOTTIME . |
1.2.3 (March 10th, 2021)
This release adds Oboe to the Game SDK. There are no changes to the Android Frame Pacing library and to the Android Performance Tuner.
Oboe is an open-source C++ library for high-performance audio on Android. Oboe provides a single native API that works in Android 4.1 (API level 16) and higher.
1.2.2 (February 12th, 2021)
This release has improvements to the loading times API for Android Performance Tuner and several bug fixes. There are no changes to the Android Frame Pacing library.
feature | Loading events must now be grouped with calls to
TuningFork_startLoadingGroup and TuningFork_stopLoadingGroup. |
fixed | Calling TuningFork_flush immediately uploads data rather
than queuing it for later upload. |
fixed | Intermittent upload failure due to JSON formatting of times. |
fixed | A problem with uploads on release builds. |
1.2.1 (December 16th, 2020)
This release is an internal feature release for Android Performance Tuner and a promotion of the Jetpack libraries from alpha to beta. There are no changes to the Android Frame Pacing or Android Performance Tuner APIs.
Note that the Game SDK libraries must now be referred to individually when linking against them, rather than linking against the generic 'gamesdk' library. See the build settings for Android Frame Pacing: OpenGL, Android Frame Pacing: Vulkan and Android Performance Tuner.
feature | When a player backgrounds a game during loading, an event is sent for later analysis of loading abandonment. |
1.2.0 (October 29th, 2020)
The main change in this version is the addition of a mechanism to record loading times. There are also some bug fixes. Note that the Game SDK is now available via the Android Game SDK Jetpack library.
feature | Auto-mode refresh rate switching support. Note that for support of multiple refresh rates in Android 11, whether using auto-mode or not, SwappyGL_setWindow
or SwappyVk_setWindow should be called. |
fixed | Auto-mode bug fixes. |
fixed | Vulkan bug fixes. |
feature | Loading times. New functions TuningFork_startRecordingLoadingTime and
TuningFork_stopRecordingLoadingTime should be called to
record annotated loading time events.
Time from app startup to TuningFork_init and the first tick
are automatically recorded. |
changed | The previous method of setting a loading time annotation will no longer work. |
feature | Lifecycle events.TuningFork_reportLifecycleEvent should be called upon the
appropriate Java onCreate , etc. being called. This enables
detailed crash reporting from within Android Performance Tuner. |
changed | More memory metrics are now recorded when
TuningFork_enableMemoryRecording(true) is called. |
changed | Memory model change. The maximum number of metrics of each type is now specified at start-up, rather than allocating space for all possible annotation combinations. See TuningFork_MetricLimits in
tuningfork.h . |
fixed | No upload on metered connections. |
1.1.0 (June 10th, 2020)
This version of the Android Game SDK features the Android Performance Tuner metric reporting and quality tuning library (also known as Tuning Fork). This library is available for native game engines as well as Unity and has the following features:
feature | Integration with the Android Frame Pacing library to automatically record frame times and other rendering metrics. |
feature | Frame timing information is recorded in histograms and uploaded periodically. |
feature | Annotation of timing data with the current game state. |
feature | Device characteristics, annotations, and quality settings are uploaded with the timing data to allow cross-sectional analysis. |
feature | Special treatment of annotations that signify level-loading time. Frame tick data is not recorded during loading, but the duration of each loading period is. |
feature | Ability to record custom timing information (using
startTrace and endTrace ). |
1.0.2 (March 30th, 2020)
This version includes bug fixes and changes in the behavior of auto-mode.
fixed | Bug fixes for swappy destruction and re-initialization. |
changed | Pipelining is now on by default. If auto-pipelining is on, Swappy can still decide to switch it off when the workload is very low. |
changed | When auto-mode is enabled, Swappy will decide to switch the swap interval only after 15% of frames within a 2-second window are either faster or slower than expected. Note that Swappy will never swap slower than the user-specified swap interval. |
1.0.1 (February 19th, 2020)
This version is primarily a bug fix release.
fixed | Clean up resources at exit on the SwappyFallback code path in Vulkan. |
fixed | SwappyVk_destroySwapchain no longer destroys device resources if there is more than one swapchain. |
fixed | The Swappy version is now printed in logcat . |
fixed | Crashes and deadlocks in Swappy_destroy for API level 24 and lower. |
feature | Support for custom thread managers (Swappy_setThreadFunctions ). |
feature | Support for hooking of Vulkan functions (SwappyVk_setFunctionProvider ). |
1.0.0 (December 5th, 2019)
This initial version of the Android Game SDK features the Android Frame Pacing library.
feature | Display buffer synchronization. |
feature | Auto refresh rate mode and pipelining support. |
feature | Collection of frame rendering statistics. |
feature | Graceful selection of behavior at runtime, depending on the presence of the Android, OpenGL, and Vulkan features needed by Swappy. |
feature | Static and dynamic linking of the library. |
feature | Support for devices with multiple refresh rates. |