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Performance: find the cause of a delay

Where to begin when a game stalls: frames, CPU, loading, threads and measurable results.

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Describe the problem first

Record the target device, resolution, graphics settings, build and repeatable action, such as turning the camera in a plaza containing 200 characters. An empty-level measurement does not explain a stall in that scene. Separate sustained low FPS, occasional long frames and loading waits: they have different causes.

TargetBudget per frame
30 FPSabout 33.33 ms
60 FPSabout 16.67 ms
120 FPSabout 8.33 ms

The budget is 1000 / FPS, not guaranteed time for every script. CPU, GPU, synchronization and presentation may overlap. Adding every measurement from different threads does not produce frame duration.

Choose the next step

ObservationAction
Low FPS or occasional stallsCapture frame intervals, p95 and maximum in the same scenario
Suspected gameplay codeMeasure a specific section and check CPU and C# profiling limits
Expensive independent computationMove only data into a background job, applying results on the main thread
A growing queue or object countAdd a custom monitor
Entity access error from a workerSeparate ownership using the thread-safety rules

Lowering resolution without changing the scene helps investigate rendering cost. Improvement after disabling one gameplay system helps locate CPU work. These are diagnostic experiments, not proof from a single changed parameter: retain measurements and repeat.

Acceptance criterion

A change is useful when the required scenario meets its budget on the target device, occasional stalls are acceptable, game behavior is preserved, and memory/loading remain within their limits. State the conditions and compare several matching runs. “Faster on my computer” without a scenario and measurements is not an acceptance criterion.

These examples check statistics and job lifetime on the installed Windows 1.0.0 build. They do not establish your game's FPS, a benefit from multithreading or other-platform performance.

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