GameBench vs MicroProfile
GameBench
gamebench.netMicroProfile
github.comSide by side
| Figure | GameBench | MicroProfile |
|---|---|---|
| Price from | Free | Free |
| Free plan | Yes | Yes |
| Free trial | Yes | — |
| Open source | — | — |
| Web | Yes | Yes |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| iOS | Yes | — |
| Android | Yes | — |
| API | Yes | — |
| Self-hosted | Yes | Yes |
| Plans published | 3 | 1 |
| Spec score · Game Profiling Software | 8.7 (#2) | 7.8 (#14) |
| Purpose | GameBench provides tools for measuring, analyzing, and optimizing game performance. | MicroProfile is an embeddable profiler written in C++ and provided in a few files. |
Plans
GameBench
- GameBench FPS MonitorFree
- GameBench Pro trialFree
- Enterprise licensePriced on request
In their own words
GameBench
GameBench provides tools for measuring, analyzing and optimizing game performance. With GameBench Pro, users connect an Android or iOS device, choose a game, measure its performance and upload results to a dashboard. GameBench Injector adds instrumentation to APK or IPA builds without requiring developer code changes. Metrics include frame rate, CPU, GPU, memory, power, battery, network usage, screenshots and thermal throttling. The web dashboard stores and visualizes sessions, trends, apps, devices and collections for comparison. Its API supports token creation, session searches, session details and time-series metrics; Jira integration can create engineering tickets linked to sessions. Dashboard accounts support SSO and LDAP, and companies can require multi-factor authentication. Enterprise customers can run a private dashboard on their own infrastructure. The native SDK supports Android 5.0+, 64-bit iOS 10.0+ and tvOS 10.0+, for hardware platforms only. Pricing is on request, and a 28-day trial is listed. The trial includes 30 minutes of Pro testing, unlimited sessions and SDK sessions, full API access, and all metrics and analytics.
MicroProfile
MicroProfile is a free, embeddable C++ profiler supplied in a few files for adding profiling to a project. Developers mark code with timer macros and include microprofile.cpp. Its live view is opened in Chrome by visiting the profiler host on port 1338, and it can capture the last 30 frames by default. Captures are self-contained webpages that can be saved and shared; profile data can also be written to HTML or CSV. GPU timers support OpenGL, D3D11, D3D12, and Vulkan. Counters appear in live and capture views, and timeline markers cover longer-running unique timers. A detailed view can compare two captures, but not captures made with earlier versions. Experimental dynamic instrumentation supports Intel x86-64 on Windows, macOS, and Linux, with MICROPROFILE_DYNAMIC_INSTRUMENT_ENABLE and distorm required; Linux builds also need -rdynamic. Default per-thread profiling buffers allocate 2 MB, and GPU buffers default to 128 KB each. The project is MIT-licensed and lists Windows, macOS, Linux, and unspecified console support.