Who is this for?

Android application developers who want to learn how to use Frame Advisor.

What will you learn?

Upon completion of this Learning Path, you will be able to:

  • Capture data from a significant frame in your application
  • Find inefficiencies in the application with Frame Advisor

Prerequisites

Before starting, you will need the following:

  • An Android device. These devices have been tested internally within Arm and confirmed to work with Arm Performance Studio.
  • Arm Performance Studio supports applications built with OpenGL ES versions 2.0 to 3.2 or Vulkan versions 1.0 to 1.2. For OpenGL ES applications, your device must be running Android 10 or later. For Vulkan applications, your device must be running Android 9 or later.
  • A debuggable build of your application.
  • Download and install Arm Performance Studio from Product Download Hub . It is supported on Windows, Linux, and macOS host platforms.
  • Download and install Android SDK Platform tools . Required for Android Debug bridge (adb) .

Summary

AI-assisted

This summary was drafted with an approved AI-assisted workflow and reviewed by Arm contributors before publication. Human technical review remains part of the process so the final page reflects engineering rigor, accuracy, and Arm editorial standards.

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You’ll capture and analyze a representative frame with Frame Advisor in Arm Performance Studio. First, you’ll choose the graphics API, record a problem area, and inspect render passes and draw calls in the Analysis view. Then, you’ll use the Render Graph view to find unnecessary work. Finally, you’ll use the Content Metrics view to locate complex geometry and navigate to its draw call in the framebuffer.

Frequently asked questions

AI-assisted

These FAQs were drafted with an approved AI-assisted workflow and reviewed by Arm contributors before publication. Human technical review remains part of the process so the final page reflects engineering rigor, accuracy, and Arm editorial standards.

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How do I confirm Frame Advisor sees my device and app before capturing?
Open New Trace and check that your device and the target application appear in the lists.
Which API setting should I choose for my application?
Select Vulkan for Vulkan applications and OpenGL ES for OpenGL ES applications. Set this under API settings before starting the capture session.
What result should I expect after I start the capture session?
After you start the session, you can play to the problem area while the application launches automatically on the device and captures. When analysis completes, you’ll see the Frame hierarchy with frames, render passes, and draw calls.
How do I know which render pass produces the on-screen image?
In the Render Graph, follow the flow from left to right and look for the pass that outputs to the swapchain. That pass is the final stage that renders to the screen.
How can I find and inspect expensive geometry?
Open Content Metrics, choose Draws, and sort by the highest number of primitives to surface complex objects. Right-click a candidate and select Navigate to call to highlight it in the Frame hierarchy and view it in the framebuffer.
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