The timeline view displays information about Flutter frames. It consists of three parts, each increasing in granularity:
Use a profile build of your application to analyze performance. Frame rendering times are not indicative of release performance unless your application is run in profile mode.
This chart is populated with individual frames as they are rendered in your application. Each bar in the chart represents a frame. The bars are color-coded to highlight the different portions of work that occur when rendering a Flutter frame: work from the UI thread and work from the GPU thread.
Clicking a bar will display additional details about the frame.
The UI thread executes Dart code in the Dart VM. This includes code from your application as well as the Flutter framework. When your app creates and displays a scene, the UI thread creates a layer tree, a lightweight object containing device-agnostic painting commands, and sends the layer tree to the GPU thread to be rendered on the device. Do not block this thread.
The GPU thread executes graphics code from the Flutter Engine. This thread takes the layer tree and displays it by talking to the GPU (graphic processing unit). You cannot directly access the GPU thread or its data, but if this thread is slow, it’s a result of something you’ve done in the Dart code. Skia, the graphics library, runs on this thread, which is sometimes called the rasterizer thread.
Sometimes a scene results in a layer tree that is easy to construct, but expensive to render on the GPU thread. In this case, you’ll need to figure out what your code is doing that is causing rendering code to be slow. Specific kinds of workloads are more difficult for the GPU. They may involve unnecessary calls to saveLayer, intersecting opacities with multiple objects, and clips or shadows in specific situations.
More information on profiling the GPU thread can be found at flutter.dev.
The frame rendering chart shows jank with a red overlay. We consider a frame to be janky if it takes more than ~16 ms to complete. To achieve a frame rendering rate of 60 FPS (frames per second), each frame must render in ~16 ms or less. When this target is missed, you may experience UI jank or dropped frames.
See Flutter performance profiling for more detailed information on how to analyze your app’s performance.
The frame flame chart shows the event trace for a single frame. The top-most event spawns the event below it, and so on and so forth. The UI and GPU events are separate event flows, but they share a common timeline (displayed at the top of the flame chart). This timeline is strictly for the given frame. It does not reflect the clock shared by all frames.
The flame chart supports zooming and panning. Scroll up and down to zoom in and out, respectively. To pan around, you can either click and drag the chart or scroll horizontally. You can also click an event to view CPU profiling information in the section below the chart.
This section shows CPU profiling information for a specific event from the frame flame chart (Build, Layout, Paint, etc.). The CPU profiler is actively being worked on and is currently in a preview state.
This tab of the profiler shows CPU samples for the selected frame event (e.g. VSYNC in the example below). This chart should be viewed as a top-down stack trace, where the top-most stack frame calls the one below it, and so on and so forth. The width of each stack frame represents the amount of time it consumed the CPU. Stack frames that consume a lot of CPU time may be a good place to look for possible performance improvements.