Measuring the performance of your application

Kanzi provides different means of measuring the performance of your application and displays various performance parameters. Use these means and parameters to improve the performance of your application.

Viewing the application performance in Kanzi Studio

To analyze the performance and inner structure of your application in Kanzi Studio in the Preview click , and use the drop-down menu to select:

Viewing the overall performance

To view the overall performance of your Kanzi application:

Viewing the loading times of resources

To view in the Kanzi debug console how much time it takes to load the resources and the scene graph in the .kzb your application uses, enable the profiling in the C++ application in the onConfigure() function:

configuration.previewProperties.loadingTimeProfilingEnabled = KZ_TRUE;

Viewing the overdraw of objects

Overdraw visualization shows a lot of intensity in areas where fragments are unnecessarily rendered.

To view overdraw in your application:

Viewing the animation and layout performance

To view the animation and layout performance of your application:

Viewing nodes that are rendered into texture

Switching between framebuffer objects can cause significant performance reduction on some platforms. Conditions when Kanzi renders a node into a texture can be complex. For example, rotation, scale, or opacity can cause render to texture to occur.

To see whether a node is rendered into a texture, and causing a framebuffer object switch, in the Preview click and use the drop-down menu to select Framebuffer objects.
The Preview highlights the layers that are rendered into texture with transparent, orange stripes.

Viewing nodes using alpha blending

In Kanzi Studio you can see which 2D nodes in your application use alpha blending and as such show the content behind them.

To view in the Preview the 2D nodes that use alpha blending in the Preview click and use the drop-down menu to select Transparency.
The Preview highlights the translucent areas with transparent, blue stripes.

See also

Reducing shader switches

Preventing overdraw with the Sorting Filter

Setting nodes for efficient rendering

Rendering best practices

Animations best practices

Best practices