+1 to this. We're developing a game, and it is very difficult without Instruments on energy drain. The xcode energy impact gauge does not seem calibrated for games - even under reasonable workloads (we know because we measured energy drain over 30 minutes, a very cumbersome way to test), it is pinned to the max position. Not to mention it's a purely visual tool.
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also would be interested to know and/or lock CPU frequency on iOS devices for profiling. it's difficult to measure and verify incremental performance improvements. my current strategy is to "measure" CPU frequency by running a fixed workload. i also try to prevent scaling by introducing an artificial workload, hoping to pin the CPU to the highest frequency. these two measures combined seem to give me something workable for now, but obviously it is not an ideal solution.
yeah, "swap" in instruments is actually your compressed memory in iOS. see https://developer.apple.com/videos/play/wwdc2018/416/?time=125
Mac:
Model Name: MacBook Pro
Model Identifier: MacBookPro18,1
Chip: Apple M1 Pro
Total Number of Cores: 10 (8 performance and 2 efficiency)
Memory: 32 GB
System Firmware Version: 7429.81.3
OS Loader Version: 7429.81.3
Device:
iOS 14.8.1 (18H107)
Model: iPad Pro (12.9-inch) (5th generation)
Xcode: Version 13.2.1 (13C100)
The same behavior (capture but stuck at "Debugging..") happens with an iPhone12 mini, iOS 15.2.1 (19C63).
I can't seem to export the GPU trace. When I do File > Export, it just exports whatever source code file I have open. This did work before, generating a .gputrace file...