---
title: GameBench | Mobile performance testing | power
description: power |
---

[![GameBench](https://blog.gamebench.net/hs-fs/hubfs/GameBench%C2%AE-Logo_HRZ-RGB.png?width=230&name=GameBench%C2%AE-Logo_HRZ-RGB.png "GameBench")](https://www.gamebench.net/)

- [Home](https://www.gamebench.net/#header)
- [Solutions](https://www.gamebench.net/solutions/gamebench-tools)
- [Blog](https://blog.gamebench.net)
- [Pricing](https://www.gamebench.net/tools/pricing)
- [Support](https://docs.gamebench.net)

## [Does 'Super Mario Run' set a new benchmark for mobile gaming performance?](https://blog.gamebench.net/mobile-testing-nintendo-super-mario-run-iphone-frame-rate-power-consumption)

[![Does 'Super Mario Run' set a new benchmark for mobile gaming performance?](https://blog.gamebench.net/hubfs/GameBench-Feb2017/Images/super-mario-run-930x633.jpg "Does 'Super Mario Run' set a new benchmark for mobile gaming performance?")](https://blog.gamebench.net/mobile-testing-nintendo-super-mario-run-iphone-frame-rate-power-consumption)

Mario has arrived fashionably late to the iPhone party and no one is holding it against him. Such is Nintendo’s reputation for quality that many gamers are actually expecting this week’s launch of *Super Mario Run* to set a new standard for mobile gaming.

We’ve been using GameBench to find out whether *Super Mario Run* delivers the objective hallmarks of quality: Does the game run at a perfect, console-like 60fps? Does it make efficient use of system resources and battery power? And does Mario manage to keep up with his Sega rival, Sonic, who has already had a long career in the “endless runner” genre on smartphones? Read on to find out...

[Read More](https://blog.gamebench.net/mobile-testing-nintendo-super-mario-run-iphone-frame-rate-power-consumption)

- GameBench Staff
- 16. December 2016
- [performance](https://blog.gamebench.net/topic/performance), [game](https://blog.gamebench.net/topic/game), [testing](https://blog.gamebench.net/topic/testing), [frame rate](https://blog.gamebench.net/topic/frame-rate), [fps](https://blog.gamebench.net/topic/fps), [gamebench](https://blog.gamebench.net/topic/gamebench), [mobile](https://blog.gamebench.net/topic/mobile), [power](https://blog.gamebench.net/topic/power), [battery](https://blog.gamebench.net/topic/battery), [nintendo](https://blog.gamebench.net/topic/nintendo)
- 0 Comments <https://blog.gamebench.net/mobile-testing-nintendo-super-mario-run-iphone-frame-rate-power-consumption#comments-listing>

## [Mobile game performance pitfalls that studios and QA teams often overlook](https://blog.gamebench.net/mobile-game-performance-pitfalls)

[![Mobile game performance pitfalls that studios and QA teams often overlook](https://blog.gamebench.net/hubfs/GameBench-Feb2017/Images/Battle-of-the-Sixes----lead-image-web_0.jpg "Mobile game performance pitfalls that studios and QA teams often overlook")](https://blog.gamebench.net/mobile-game-performance-pitfalls)

There are many ways to test a mobile game, from compatibility testing through to subjective testing (i.e., determining whether it’s fun or not). But one aspect of the QA process that is still quite new, and hence doesn't always get the attention it deserves, is performance testing.

The need for performance testing has arisen in response to recent demand for more premium mobile game experiences -- in other words, games that deliver high levels of visual quality and fluidity, and which increasingly do so in combination with other intensive tasks (such as AR or VR, physics simulation or sophisticated AI).

Given the newness of this discipline, I think it’s worth pinning down an essential checklist of six common pain-points which we frequently encounter here at GameBench, and which any meaningful performance test should take into account.

### 1. Slow or jerky animation

When a studio sets a target frame rate for a game's animation, usually at either 30 or 60 frames per second (fps), it's essential that this target matches the game's genre and that it is achievable on popular devices.

[Read More](https://blog.gamebench.net/mobile-game-performance-pitfalls)

- GameBench Staff
- 04. October 2016
- [gaming](https://blog.gamebench.net/topic/gaming), [tutorial](https://blog.gamebench.net/topic/tutorial), [cpu](https://blog.gamebench.net/topic/cpu), [power consumption](https://blog.gamebench.net/topic/power-consumption), [frame rate](https://blog.gamebench.net/topic/frame-rate), [fps](https://blog.gamebench.net/topic/fps), [Mobile Gaming](https://blog.gamebench.net/topic/mobile-gaming), [how-to](https://blog.gamebench.net/topic/how-to), [framerate](https://blog.gamebench.net/topic/framerate), [gpu](https://blog.gamebench.net/topic/gpu), [power](https://blog.gamebench.net/topic/power)
- 0 Comments <https://blog.gamebench.net/mobile-game-performance-pitfalls#comments-listing>

[1](https://blog.gamebench.net/topic/power/page/1)

Please enable JavaScript to view the [comments powered by Disqus.](https://disqus.com/?ref_noscript)

[GameBench.](https://www.gamebench.net/)

GameBench is a suite of tools that allows anybody to quickly and easily test the performance of an app, game, or device.

#### Follow

- [Facebook](https://www.facebook.com/GameBench-357043467745481/)
- [Twitter](https://www.twitter.com/gamebench)
- WeChat

#### Site map

- [Home](https://www.gamebench.net/)
- [GameBench Team](https://www.gamebench.net/content/who-we-are)
- [Blog](https://blog.gamebench.net/)
- [Press & News](https://www.gamebench.net/information/press-and-news)

[GameBench](https://www.gamebench.net/#) © All Right Reserved

[Privacy & Security](https://www.gamebench.net/legal/privacy-security) | [Terms of Service](https://www.gamebench.net/legal/terms-of-service) | [Privacy Policy](https://www.gamebench.net/legal/privacy-policy)

```json
{
  "@context" : "http://schema.org",
  "@type" : "Organization",
  "address" : {
    "@type" : "PostalAddress",
    "addressCountry" : "United Kingdom",
    "addressLocality" : "Bristol and Bath Science Park",
    "addressRegion" : "Bristol",
    "postalCode" : "BS16 7FR",
    "streetAddress" : "Unit 001 "
  },
  "alternateName" : "GameBench ",
  "areaServed" : {
    "@type" : "GeoCircle",
    "geoMidpoint" : {
      "@type" : "GeoCoordinates",
      "latitude" : "51.499989",
      "longitude" : "-2.477580"
    },
    "geoRadius" : ""
  },
  "description" : "GameBench provides mobile performance testing tools for Android & iOS devices and mobile game studios and develkopers, enabling QA to quickly and easily spot performance issues.",
  "email" : "info@gamebench.net",
  "image" : "https://cdn2.hubspot.net/hubfs/2891910/GameBench%C2%AE-Logo_HRZ-RGB.png",
  "logo" : "https://www.gamebench.net/assets/images/2017gblogo_hrz_color.png",
  "mainEntityOfPage" : {
    "@id" : "https://blog.gamebench.net/topic/power",
    "@type" : "WebPage",
    "description" : "power |"
  },
  "name" : "GameBench",
  "sameAs" : [ "https://www.facebook.com/gamebench/", "https://twitter.com/gamebench/", "https://www.linkedin.com/company/gamebench/" ],
  "telephone" : "",
  "url" : "https://www.gamebench.net"
}
```