Although we did not collect the test data and so cannot be sure that all necessary variables were controlled across tests, we did use our standard methodology for analysis within the GameBench dashboard.

This involves, for example, using the Chart Selection feature to highlight gameplay sections only, ignoring menus and load screens. It also means we only recorded minimum frame rates that occured while gameplay animation was onscreen (including animation that took place behind an in-game prompt or pop-up).


GameBench Labs is the service side of GameBench Ltd, offering:

  • Data collection, using crowd data from users of the free version of GameBench, plus hired testers in a range of markets who have been trained to use GameBench tools in combination with a strict game-testing methodology;
  • Product ratings, based on GameBench’s industry-recognised system for objectively grading gaming experiences, useful for a top-level summary of results, competitor analysis, internal KPI-setting and external marketing;
  • Performance analysis, including competitor analysis and highlighting likely bottlenecks and optimisation issues;


Qcom Power

GameBench revealed excessive power consumption on a Qualcomm-powered chipset when running streaming apps like Spotify and Netflix, helping Qualcomm to get involved with media coverage of this issue and take steps to address it.

GameBench has pushed the boundaries of power profiling on mobile, allowing many developers to measure and understand the power draw of their games and apps for the first time and make cross-platform comparisons. For example, we were the first tool to convert iOS power numbers into actual milliamp current draw, allowing direct comparison to Android power consumption.

On Android, GameBench Labs is now going beyond FuelGauge and battery depletion metrics (which both have limited reliability) to provide market-leading consistency and accuracy of power metrics for our clients, without them having to engage in their own lab testing.