Xcode 10 not reporting energy impact

I see people with similar issues a year or more ago on older version of Xcode (which I never personally encountered), but I notice that

now Xcode 10.0 (10A255) always reports zero energy usage when running on a real device. I artificially overloaded my app with hundreds of models in a SceneKit scene just to be certain it was doing significant work but the reading continues to show 'zero', despite high cpu usage and dropped frames.


I am running 11.4.1 on the device. Switching to 12 isn't a practical option as I need to keep at least one device running 11.x for compatability testing.


Are you seeing none zero values for "Energy Impact" when debugging on device?

Replies

Well, after investigating whether I could get equivalent data by profiling in Instruments, which required a device reboot before Instruments enabled the device selection, Energy Usage is now being correctly reported in the main Xcode UI.

Can you please explain me the process, how can I get those energy logs ?