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Testing UI Performance

User interface (UI) performance testing ensures that your app not only meets its functional requirements, but that user interactions with your app are buttery smooth, running at a consistent 60 frames per second (why 60fps?), without any dropped or delayed frames, or as we like to call it, jank. This document explains tools available to measure UI performance, and lays out an approach to integrate UI performance measurements into your testing practices.

Measuring UI Performance

In order to improve performance you first need the ability to measure the performance of your system, and then diagnose and identify problems that may arrive from various parts of your pipeline.

dumpsys is an Android tool that runs on the device and dumps interesting information about the status of system services. Passing the gfxinfo command to dumpsys provides an output in logcat with performance information relating to frames of animation that are occurring during the recording phase.

> adb shell dumpsys gfxinfo <PACKAGE_NAME>

This command can produce multiple different variants of frame timing data.

Aggregate frame stats

With Android 6.0 (API level 23) the command prints out aggregated analysis of frame data to logcat, collected across the entire lifetime of the process. For example:

Stats since: 752958278148ns
Total frames rendered: 82189
Janky frames: 35335 (42.99%)
90th percentile: 34ms
95th percentile: 42ms
99th percentile: 69ms
Number Missed Vsync: 4706
Number High input latency: 142
Number Slow UI thread: 17270
Number Slow bitmap uploads: 1542
Number Slow draw: 23342

These high level statistics convey at a high level the rendering performance of the app, as well as its stability across many frames.

Precise frame timing info

With Android 6.0 comes a new command for gfxinfo, and that’s framestats which provides extremely detailed frame timing information from recent frames, so that you can track down and debug problems more accurately.

>adb shell dumpsys gfxinfo <PACKAGE_NAME> framestats

This command prints out frame timing information, with nanosecond timestamps, from the last 120 frames produced by the app. Below is example raw output from adb dumpsys gfxinfo <PACKAGE_NAME> framestats:


Each line of this output represents a frame produced by the app. Each line has a fixed number of columns describing time spent in each stage of the frame-producing pipeline. The next section describes this format in detail, including what each column represents.

Framestats data format

Since the block of data is output in CSV format, it's very straightforward to paste it to your spreadsheet tool of choice, or collect and parse with a script. The following table explains the format of the output data columns. All timestamps are in nanoseconds.

You can use this data in different ways. One simple but useful visualization is a histogram showing the distribution of frames times (FRAME_COMPLETED - INTENDED_VSYNC) in different latency buckets, see figure below. This graph tells us at a glance that most frames were very good - well below the 16ms deadline (depicted in red), but a few frames were significantly over the deadline. We can look at changes in this histogram over time to see wholesale shifts or new outliers being created. You can also graph input latency, time spent in layout, or other similar interesting metrics based on the many timestamps in the data.

Simple frame timing dump

If Profile GPU rendering is set to In adb shell dumpsys gfxinfo in Developer Options, the adb shell dumpsys gfxinfo command prints out timing information for the most recent 120 frames, broken into a few different categories with tab-separated-values. This data can be useful for indicating which parts of the drawing pipeline may be slow at a high level.

Similar to framestats above, it's very straightforward to paste it to your spreadsheet tool of choice, or collect and parse with a script. The following graph shows a breakdown of where many frames produced by the app were spending their time.

The result of running gfxinfo, copying the output, pasting it into a spreadsheet application, and graphing the data as stacked bars.

Each vertical bar represents one frame of animation; its height represents the number of milliseconds it took to compute that frame of animation. Each colored segment of the bar represents a different stage of the rendering pipeline, so that you can see what parts of your application may be creating a bottleneck. For more information on understanding the rendering pipeline, and how to optimize for it, see the Invalidations Layouts and Performance video.

Controlling the window of stat collection

Both the framestats and simple frame timings gather data over a very short window - about two seconds worth of rendering. In order to precisely control this window of time - for example, to constrain the data to a particular animation - you can reset all counters, and aggregate statistics gathered.

>adb shell dumpsys gfxinfo <PACKAGE_NAME> reset

This can also be used in conjunction with the dumping commands themselves to collect and reset at a regular cadence, capturing less-than-two-second windows of frames continuously.

Diagnosing performance regressions

Identification of regressions is a good first step to tracking down problems, and maintaining high application health. However, dumpsys just identifies the existence and relative severity of problems. You still need to diagnose the particular cause of the performance problems, and find appropriate ways to fix them. For that, it’s highly recommended to use the systrace tool.

Additional resources

For more information on how Android’s rendering pipeline works, common problems that you can find there, and how to fix them, some of the following resources may be useful to you:

Automating UI Performance Tests

One approach to UI Performance testing is to simply have a human tester perform a set of user operations on the target app, and either visually look for jank, or spend an very large amount of time using a tool-driven approach to find it. But this manual approach is fraught with peril - human ability to perceive frame rate changes varies tremendously, and this is also time consuming, tedious, and error prone.

A more efficient approach is to log and analyze key performance metrics from automated UI tests. Android 6.0 includes new logging capabilities which make it easy to determine the amount and severity of jank in your application’s animations, and that can be used to build a rigorous process to determine your current performance and track future performance objectives.

To learn more about performance tests on Android, see Automated Performance Testing Codelab. In this codelab, you’ll learn how to write and execute automated tests and review the results to understand how to improve your app performance.

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