Admob banner slow rendering and can make app low ranking and download

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Dzung Pham

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Aug 7, 2017, 7:36:59 AM8/7/17
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I have use Admob banner for years.
Recently Google Play introduce Android Vitals and include:
  • Slow rendering
  • Frozen frames
My app list in "bottom 25 percent" with 18.44% "Frozen frames". I test a single Admob banner without any logic with "ProfileGPURendering" on Galaxy S6 it always higher than green line, so when include in my app with logic and processing it make slow rendering and frozen frame.

Please fix this problem ASAP
, because the media says: "Back in February, the company announced that an app’s performance will impact its “promotability,” meaning with Google’s new initiative, apps that fail to meet certain standards regarding aforementioned metrics ­– apps that fall below the 25 percent threshold – may not be so visible in the Play Store from now on."

Bharani Cherukuri (Mobile Ads SDK Team)

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Aug 7, 2017, 3:08:10 PM8/7/17
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Hello, 

Thank you for contacting us. I was able to load Banner ads without any issue using our sample apps on an Android device. Would you be able to provide more details about your implementation and the environment you're testing this on? Also, if you could provide us the Charles logs, it would help us debug further.

Regards,
Bharani Cherukuri
Mobile Ads SDK Team

Dzung Pham

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Aug 9, 2017, 12:35:30 AM8/9/17
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Hello,

I test with https://github.com/googleads/googleads-mobile-android-examples/tree/master/admob/BannerExample same problem, if use test
banner_ad_unit_id with only static image, there is no problem, but when use real id with animate banner, the problem occur.
I remove the line: MobileAds.initialize because i use raw admob id, without firebase.

I can not make Charles  work on Windows 10, it refuse SSL and Ads not display with it.
The attach screenshots, one with statics banner and one with animate banner.

I enable ProfileGPURendering follow this https://developer.android.com/studio/profile/dev-options-rendering.html#ProfileGPURendering
animate_banner.png
statics_banner.png

Bharani Cherukuri (Mobile Ads SDK Team)

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Aug 9, 2017, 3:10:32 PM8/9/17
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Hello, 

Thank you for providing the additional details. I could not reproduce the issue with our sample apps by implementing the Profile GPU rendering. It looks like a creative specific issue. However, can you confirm if you're noticing this by testing on a different device? Also, if you could provide the Charles logs and your Ad Unit ID, it would help us analyze the issue further.

Regards,
Bharani Cherukuri
Mobile Ads SDK Team

On Monday, August 7, 2017 at 7:36:59 AM UTC-4, Dzung Pham wrote:

Dzung Pham

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Aug 21, 2017, 11:43:38 PM8/21/17
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I said before, i can not get the log, when install Charles it is not display banner. When i disable internet connection (mean admob not load and display banner). My app work fine, only use about 50% of the bar. It not only with my Galaxy S6, Android Vital report on LG Nexus 5X: 42.96%, Nexus 6P: 26.43%, Nexus 6: 51.39% you can see the screenshot image. Again, statics test banner not produce the problem, only animate real banner.
I can you private the ad id, but how to?
vitals_result.jpg

Bharani Cherukuri (Mobile Ads SDK Team)

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Aug 23, 2017, 3:35:51 PM8/23/17
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Hello Pham,

Thank you for following up, I received your Ad Unit ID. I tried the GPU Profile rendering with our sample apps using your Ad Unit ID and did not see any noticeable change, using the animated Banner ads. That said, you can never know the type of creative being received and we cannot guarantee the FPS for the creative received. Also, if you could provide us a sample project with your implementation, screen recording and Charles Proxy by setting the Windows Proxy Settings will help us debug further.

Regards,
Bharani Cherukuri
Mobile Ads SDK Team. 

On Monday, August 7, 2017 at 7:36:59 AM UTC-4, Dzung Pham wrote:

Bharani Cherukuri (Mobile Ads SDK Team)

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Sep 11, 2017, 9:11:45 AM9/11/17
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Hello Pham, 

If you continue to have an issue with this, please provide us the information requested above so we can take a look.

Regards,
Bharani Cherukuri
Mobile Ads SDK Team

On Monday, August 7, 2017 at 7:36:59 AM UTC-4, Dzung Pham wrote:

Dzung Pham

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Sep 12, 2017, 4:32:36 AM9/12/17
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Hello,

The problem still here, i have said before, when i use charles proxy on Windows 10, Android connect to it but ads not appear, so i can not provide you the logs. I will try it on the MAC or Linux and get back to you.

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Thanks and Best Regards
Phạm Việt Dũng (Pham Viet Dzung)

Soodex Labs

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Dec 7, 2017, 1:07:11 PM12/7/17
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Hi, is there any update about this subject_ I was reviewing the same in my app (Android Vitals -> Slow rendering). Testing, my app i also notice the ame about ads.

I downloaded the example and with test ads it's below 16ms but with real ads it goes over 16ms and it's just the ads, when I put the ds inside my game things get worse.


Test Ad VS Live Ads


Just in test example of admob I go over the 16ms limit, so when this is embedded within my game the problem is bigger.


I don't know about Charles Logs that you were asked. I look for it and found an app called that way, tried to generate those logs. Please find them attached.

Regards

Javier
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Charles_log_admob.chls

Bharani Cherukuri (Mobile Ads SDK Team)

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Dec 7, 2017, 4:21:04 PM12/7/17
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Hello, 

Thank you for sharing the logs. As we are not able to reproduce the issue with our sample apps, could you provide us a sample project where you're noticing the spike while loading Banner ads? It would really help us with our investigation. Could you also provide us the complete device logs along with the device used for testing, so I can take a look?

Regards,
Bharani Cherukuri
Mobile Ads SDK Team

On Monday, August 7, 2017 at 7:36:59 AM UTC-4, Dzung Pham wrote:

Soodex Labs

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Dec 11, 2017, 11:46:21 AM12/11/17
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Hi, 

I just downloaded the sample app (from the link above https://github.com/googleads/googleads-mobile-android-examples/tree/master/admob/BannerExample ), the only thing that I change was adding my publisher id to get real ads.

I'm using a Motorola X Play  (XT1562) find full specs below


I'm not sure about what you need of the complete device logs or how to get them. If you tell me I can provide it. Do you have a private mail so I can send it?

Regards

Javier

Bharani Cherukuri (Mobile Ads SDK Team)

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Dec 11, 2017, 3:51:46 PM12/11/17
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Hello Javier, 

Thank you for getting back to us. The time delay you're experiencing could be a device specific or a creative specific issue. Could you provide us your Ad Unit ID, so I can take a look on my end? Also, you will be able to pull the device logs from the Android Studio or through terminal. You may refer to this post on how to do so. Also, could you confirm if you're experiencing the issue with our test Ad Unit IDs on your device? Please use Reply privately to author option to share the details.

Regards,
Bharani Cherukuri
AdWords API Team

On Monday, August 7, 2017 at 7:36:59 AM UTC-4, Dzung Pham wrote:

Bharani Cherukuri (Mobile Ads SDK Team)

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Dec 14, 2017, 3:43:50 PM12/14/17
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Hello, 

Thank you for providing the details. I have shared this information with the team. I will update this thread if I have any new information. 

Regards,
Bharani Cherukuri
Mobile Ads SDK Team

On Monday, August 7, 2017 at 7:36:59 AM UTC-4, Dzung Pham wrote:
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