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RELEASE NOTES
Version 1.0.0
=============
- This initial version of the Android Game SDK features the Android Frame Pacing library.
- Features
- Display buffer synchronization.
- Auto refresh rate mode and pipelining support.
- Collection of frame rendering statistics.
- Graceful selection of behavior at runtime, depending on the presence of the Android, OpenGL,
and Vulkan features needed by Swappy.
- Static and dynamic linking of the library.
- Support for devices with multiple refresh rates.
For more information, see https://developer.android.com/games/sdk/.
Version 1.0.1
=============
- This is primarily a bug fix release.
- Bugs fixed
- Clean up resources at exit in Swappy Vulkan on the SwappyFallback code path.
- SwappyVk_destroySwapchain now doesn't destroy device resources if there is more than one
swapchain.
- The Swappy version is now printed in logcat.
- Fixes to crashing and deadlocking in Swappy_destroy for API<=24
- New features
- Support for custom thread managers (Swappy_setThreadFunctions)
- Support for hooking of Vulkan functions (SwappyVk_setFunctionProvider)
Version 1.0.2
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This release includes bug fixes and changes in the behaviour of auto-mode.
- Bug fixes for swappy destruction and re-initialization.
- Pipelining is now *on* by default. If auto-pipelining is on, Swappy can still decide to switch
it off when the workload is very low.
- When auto-mode is enabled, Swappy will decide to switch swap interval only after 15% of frames
within a 2 second window are either faster or slower than expected.
Note that Swappy will never swap slower than the user-specified swap interval.
Version 1.1.0
=============
- This version features the Android Performance Tuner (AKA Tuning Fork) metric reporting and
quality tuning library.
- Features of Android Performance Tuner
- Integration with the Android Frame Pacing Library to automatically record frame times and other
rendering metrics.
- Frame timing information is recorded in histograms and uploaded periodically.
- Annotation of timing data with the current game state.
- Device characteristics, annotations and quality settings are uploaded with the timing data to
allow cross-sectional analysis.
- Special treatment of annotations that signify level-loading time. Frame tick data is not recorded
during loading, but the duration of each loading period is.
- Ability to record custom timing information (startTrace/endTrace).
- In expert mode, quality settings are remotely setable using the Play console.
- A Unity plugin incorporating the Tuning Fork library is available separately.
For more information, see https://developer.android.com/games/sdk/.