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GreatSprites Early access

Report · September 2026

Runtime performance on a real phone

A slot game animated with the GreatSprites runtime, measured against 23 of the most-played web slots on a major operator, on one real Android phone. Measured 20 September 2026.

Summary

  • 2nd lightest of 24 in JavaScript per frame (4.0 ms p95 against a median of 7.7 ms).
  • The shortest blocking task while loading of all 24 (182 ms against a median of 393 ms).
  • 3rd fastest to the first picture on screen (956 ms against 1,453 ms).
  • In the lighter half for GPU memory (9th), download (8th) and draw calls (10th).

Device and journey

  • Phone: Android 15, MediaTek MT6768, Mali-G52 MC2 GPU, 4 GB RAM, 720×1600 screen at device pixel ratio 2, Chrome.
  • Journey for every game: load, intro, idle, three spins, idle.
  • Probe: in-page; JavaScript time per frame, long tasks, draw calls, GPU texture bytes, back buffers and every downloaded byte.
  • Reference set: the most-played slots on the operator's listing that day; 25 captured, 23 measurable (two never drew a frame in the test browser). Titles are anonymised.

Results

MetricMedianp75MinMaxAnimated game (rank of 24)
GPU texture memory, peak (MB)94.0131.835.6329.982.7 (9)
JavaScript heap, peak (MB)44.1159.39.5256.555.7 (13)
Draw calls per frame, p5062126923747 (10)
JavaScript per frame, p95 (ms)7.710.90.627.74.0 (2)
Download (MB, measurable floor)23.729.08.656.515.9 (8)
Back buffers (MB)8.18.17.815.612.2 (21)
Longest blocking task while loading (ms)393487231953182 (1)
First picture on screen (ms)1,4531,7217964,996956 (3)
Frame rate, minimum over the spins59.860.028.460.054.5 (4)

Rank reads "k of 24": k − 1 reference titles are at or below the animated game's value; 1 is the lightest.

Session steadiness

On the same phone the animated game ran 29 minutes of autoplay. Every minute averaged 57–59 frames per second; there were no long frames, no errors and no slowdown as the phone warmed up.

What this report does not say

  • It is one device. Other phones are measured as they become available and listed in later reports.
  • The animated game is ours. It shows what the runtime allows; a game that loads much more animation will cost more, which is why every project shows its budget.
  • Back buffers are a property of the game's own renderer settings, not of the animations.

Two free tests on your own picture

Make two animations from your own art, play them in your own build, and see what they cost the device. No card.

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