[Galaxy Note 3 Exynos Android Development] Makshow:
"Test chamber" isn't working for me either (currently on AICP 2015/12/31). Here's logcat:

I/ActivityManager( 2810): START u0 {act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10000000 pkg=com.sharkjump.euclid5 cmp=com.sharkjump.euclid5/com.prime31.UnityPlayerActivity} from uid 1000 on display 0
V/WindowManager( 2810): addAppToken: AppWindowToken{e9ac3e7 token=Token{254afda6 ActivityRecord{2adb1b01 u0 com.sharkjump.euclid5/com.prime31.UnityPlayerActivity t1507}}} to stack=1 task=1507 at 0
V/WindowManager( 2810): Adding window Window{10eb3d00 u0 Starting com.sharkjump.euclid5} at 2 of 8 (after Window{3119cb5 u0 ginlemon.flowerpro/ginlemon.flower.HomeScreen})
I/ActivityManager( 2810): Start proc 8642:com.sharkjump.euclid5/u0a192 for activity com.sharkjump.euclid5/com.prime31.UnityPlayerActivity
V/WindowManager( 2810): rotationForOrientationLw(orient=8, last=0); user=0 USER_ROTATION_LOCKED
V/ActivityManager( 2810): Display changed displayId=0
I/ActivityManager( 2810): Config changes=480 {1.0 255mcc6mnc ru_RU ?layoutDir sw360dp w640dp h336dp 480dpi nrml long land finger -keyb/v/h -nav/h s.9 themeResource=null}
I/InputReader( 2810): Reconfiguring input devices. changes=0x00000004
I/InputReader( 2810): Device reconfigured: id=4, name='sec_touchscreen', size 1080x1920, orientation 3, mode 1, display id 0
I/InputReader( 2810): Device reconfigured: id=6, name='sec_e-pen', size 1080x1920, orientation 3, mode 4, display id 0
W/linker ( 8642): libunity.so: unused DT entry: type 0x6ffffffe arg 0x9f74
W/linker ( 8642): libunity.so: unused DT entry: type 0x6fffffff arg 0x1
I/Prime31 ( 8642): found Activity proxy class: class com.prime31.PlayGameServicesPlugin
I/Prime31 ( 8642): onCreate. calling through to init
I/Prime31 ( 8642): found meta-data tag to disable Drive API scope
I/Prime31 ( 8642): setting connectOnStart to false due to Play SDK bug where silent authentication is not always silent and displays some UI.
W/PopupManager( 8642): You have not specified a View to use as content view for popups. Falling back to the Activity content view which may not work properly in future versions of the API. Use setViewForPopups() to set your content view.
I/Prime31 ( 8642): onStart. calling through to onStart
I/Prime31-TBMP( 8642): wiring up OnTurnBasedMatchUpdateReceivedListener
V/WindowManager( 2810): Adding window Window{2c01f43 u0 com.sharkjump.euclid5/com.prime31.UnityPlayerActivity} at 2 of 9 (before Window{10eb3d00 u0 Starting com.sharkjump.euclid5})
V/WindowManager( 2810): Adding window Window{15dd36f9 u0 SurfaceView} at 2 of 10 (before Window{2c01f43 u0 com.sharkjump.euclid5/com.prime31.UnityPlayerActivity})
V/WindowManager( 2810): Layouts looping: On entry to LockedInner, mPendingLayoutChanges = 0x1
V/WindowManager( 2810): Layouts looping: loop number 4, mPendingLayoutChanges = 0x0
V/WindowManager( 2810): Layouts looping: after finishPostLayoutPolicyLw, mPendingLayoutChanges = 0x0
V/WindowManager( 2810): Layouts looping: mLayoutNeeded, mPendingLayoutChanges = 0x1
V/WindowManager( 2810): Layouts looping: On entry to LockedInner, mPendingLayoutChanges = 0x1
V/WindowManager( 2810): Layouts looping: loop number 5, mPendingLayoutChanges = 0x0
V/WindowManager( 2810): Layouts looping: after finishPostLayoutPolicyLw, mPendingLayoutChanges = 0x0
V/WindowManager( 2810): Layouts looping: mLayoutNeeded, mPendingLayoutChanges = 0x1
E/WindowManager( 2810): Performed 6 layouts in a row. Skipping
I/ActivityManager( 2810): Displayed com.sharkjump.euclid5/com.prime31.UnityPlayerActivity: +524ms
I/Timeline( 2810): Timeline: Activity_windows_visible id: ActivityRecord{2adb1b01 u0 com.sharkjump.euclid5/com.prime31.UnityPlayerActivity t1507} time:151550
I/Timeline( 8642): Timeline: Activity_idle id: android.os.BinderProxy@e027fac time:151574
W/IInputConnectionWrapper( 3634): showStatusIcon on inactive InputConnection
I/WindowManager( 2810): Screen frozen for +532ms due to Window{10eb3d00 u0 Starting com.sharkjump.euclid5}
I/ ( 8642): PLATFORM VERSION : JB-MR-2
W/mali_winsys( 8642): EGL_BAD_MATCH:pixel format (surface:0x1 config:0x108)
E/Unity ( 8642): [EGL] Failed to create window surface: EGL_BAD_MATCH: Arguments are inconsistent (for example, a valid context requires buffers not supplied by a valid surface).
E/Unity ( 8642):
E/Unity ( 8642): (Filename: ./Runtime/GfxDevice/egl/WindowContextEGL.cpp Line: 101)
E/Unity ( 8642):
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/libEGL ( 8642): call to OpenGL ES API with no current context (logged once per thread)
E/mono ( 8642):
E/mono ( 8642): Unhandled Exception: System.ExecutionEngineException: SIGILL
I/WindowState( 2810): WIN DEATH: Window{2c01f43 u0 com.sharkjump.euclid5/com.prime31.UnityPlayerActivity}
W/WindowManager( 2810): Force-removing child win Window{15dd36f9 u0 SurfaceView} from container Window{2c01f43 u0 com.sharkjump.euclid5/com.prime31.UnityPlayerActivity}
W/WindowManager( 2810): Failed looking up window
W/WindowManager( 2810): java.lang.IllegalArgumentException: Requested window android.os.BinderProxy@2625e9c0 does not exist
W/WindowManager( 2810):	at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8907)
W/WindowManager( 2810):	at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:8898)
W/WindowManager( 2810):	at com.android.server.wm.WindowState$DeathRecipient.binderDied(WindowState.java:1140)
W/WindowManager( 2810):	at android.os.BinderProxy.sendDeathNotice(Binder.java:551)
I/WindowState( 2810): WIN DEATH: null
I/Zygote ( 2359): Process 8642 exited cleanly (1)
I/ActivityManager( 2810): Process com.sharkjump.euclid5 (pid 8642) has died
W/ActivityManager( 2810): Force removing ActivityRecord{2adb1b01 u0 com.sharkjump.euclid5/com.prime31.UnityPlayerActivity t1507}: app died, no saved state

Nothing related to ROM, just Unity/OpenGL error. I think this game will not work on stock ROM either. Someone can test it on stock.

---------- Post added at 10:35 PM ---------- Previous post was at 10:34 PM ----------

Physical buttons backlight? I just turned them off, why one need a light to find those buttons? If physical button backlight is turned on, they are lit with every device interaction fo 5 second, that's CM defaults (so when you play game you always tapping screen = they always lit).

I installed piano tiles 2 and played a bit. No lag at all and I'm underclocked to 1.4 Ghz to save battery.

Try to go to Kernel Adiutor, select Low Memory Killer. Tune it to free more memory for system. I use these settings: 80/108/130/172/200/256 MB for Active/Visible/Secondary/Hidden/Content/Empty respectively. The system is working more smoothly with these settings because there will be more free RAM available (and don't install any Clean Master garbage that piano tiles 2 suggests, it can cause lags).