Using Android as an example, this is a good indication of how open the term 
performance is in that space:

http://developer.android.com/training/best-performance.html

If avoiding confusion is your goal, I'd suggest avoiding using performance as a 
synonym for fps. 'fps' seems like a pretty good term to use for 'fps' ;)

As ever, just a suggestion. I'll leave it at that so we can get back to the 
real issues. 


On 29/05/2013, at 4:17 PM, Richard Bair <[email protected]> wrote:

> 
> On May 28, 2013, at 9:43 PM, Daniel Zwolenski <[email protected]> wrote:
> 
>>> Lets use performance to mean fps, and choppiness to mean inconsistent 
>>> framerate. I think being consistent will help keep track of which issues 
>>> are affecting which manifestation of "visual crappiness" :-)
>> 
>> I agree with having clear terminology. On that fromt performance to me (and 
>> to many from the looks of thread) is more wholistic than fps. It's 'how the 
>> system performs'. 
>> 
>> I have no idea whether the problems I'm seeing are framerate related or what 
>> - that's plumbing knowledge I dont have. I can't classify it any further 
>> than a general term - 'performance problems', 'rendering problems' or 
>> 'visual problems' - whatever term you want but we need some grouping of 
>> these.
>> 
>> Things like 'fps', 'inconsistent framerate' are the causes, not the symptoms.
> 
> Actually I would disagree with that, these are the symptoms not the problems. 
> The problems will be things like overly-long held synchronization that causes 
> a frame to be skipped or a bad system timer that calls us at inconsistent 
> times or excessive text measurement leading to long layout times etc. The 
> manifestations of these individual issues would be poor fps (throughput) or 
> inconsistent fps (which in some cases may be because a single frame is doing 
> way more work than needed -- perhaps a bug in the application or the control).
> 
>> We're reporting the symptoms to you so you can determine the causes. So 
>> these will be along the lines of 'the animation is jittery', 'the fonts are 
>> blurry', 'when I scroll a big image there is lag'. 
> 
> Blurry fonts wouldn't be a performance issue according to any definition, but 
> rather a quality issue.
> 
>> I'd vote we either not use 'performance', or use it to mean a general 
>> wholistic measure of how the system performs from the users perspective. I'd 
>> definitely vote we don't use it to mean any one specific metric like fps as 
>> I don't think that's how the vast majority are going to read it. 
> 
> I guess I've used fps & performance synonymously forever. Performance to me 
> is "how fast is the thing". If I can consistently measure the work being done 
> as being under 16ms then I've got good performance. Even if it stutters (that 
> would be a different problem -- smoothness). Android uses the term "Jank" for 
> Jitter / Stutter / choppiness. I don't like the term myself but it seems 
> fairly common to separate out performance from jitter.
> 
> Richard

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