Quick answer: Capture frame rate, hardware, and graphics settings from players experiencing poor performance, because low-end PCs are a large market and you cannot test every configuration. The frame rate plus hardware and settings context tells you which machines struggle and which settings to optimize first.

A huge share of PC players game on modest hardware: integrated graphics, older CPUs, budget laptops. They are a large and underserved market, and most indie games run badly on their machines because the developer tested on a much more powerful PC and never saw the problem. Performance is not just a polish issue for these players, it is the difference between playing your game and refunding it. Collecting performance reports with the right context lets you optimize for the machines players actually have, not the one on your desk.

Low-end is a market, not an edge case

It is easy to dismiss low-end hardware as a fringe concern, but the data says otherwise: integrated graphics and modest CPUs make up a large fraction of PC gamers, and many of them specifically seek out indie games precisely because those games can run on their hardware. Ignoring low-end performance leaves a big audience, and a lot of sales, on the table.

The problem is invisibility. You develop on a capable machine and never experience the stutter, the low frame rate, or the crash that a low-end player hits constantly. Without collecting performance data from real low-end machines, you have no idea how your game runs for this audience, and you optimize blindly if at all. The fix is to make performance reportable and to capture the hardware context that explains it.

Capture frame rate and frame timing

The core performance metric is frame rate, but the average frame rate hides the problems players actually feel. Capture the frame timing distribution, including the worst frames, because stutter and hitches, occasional very long frames, are often more disruptive than a slightly low average. A game that averages a decent frame rate but hitches constantly feels worse than a steady lower frame rate.

Capture performance over a window rather than a single instant, so you can see whether the problem is a consistent low frame rate, periodic hitches, or a gradual degradation over a session. Each of these points at a different cause, a too-heavy baseline load, a specific spiky operation, or a memory leak, and the timing pattern is what distinguishes them, which a single frame rate number never could.

Capture the hardware that matters

Performance is determined by hardware, so capture the GPU including whether it is integrated or discrete, the CPU, the total RAM, and the available memory. Integrated graphics in particular behave very differently from discrete GPUs, sharing system memory and offering far less throughput, and a large share of low-end performance problems trace directly to integrated graphics that your testing never exercised.

With hardware captured, performance reports cluster meaningfully. When poor performance concentrates on integrated graphics or on machines below a certain memory threshold, you know exactly which hardware tier you are failing and can set realistic minimum specs and targeted optimizations. Without the hardware context, a performance complaint is just a vague the game is slow that you cannot act on.

Capture the graphics settings

The same hardware performs completely differently depending on your graphics settings, so capture the player current settings with every performance report: resolution, quality preset, and the individual options like shadows, effects, and view distance. A player struggling at high settings on low-end hardware is a different problem from one struggling at low settings.

The settings context tells you whether your low settings are actually low enough. A common indie mistake is a low preset that is still too demanding for genuinely weak hardware, leaving low-end players with no playable option. Seeing the settings alongside the hardware and frame rate reveals whether you need more aggressive low settings, better defaults for detected hardware, or optimization of specific expensive options.

Setting it up with Bugnet

Add an in-game report option for performance, and attach the frame rate distribution, GPU and whether it is integrated, CPU, memory, and current graphics settings as custom fields. Bugnet captures the device context automatically and stores your performance metadata, so a runs badly report arrives with the hardware and settings needed to act on it.

Group performance reports by hardware tier to see which machines struggle, and by settings to see whether your presets serve low-end players. Because players collectively run an enormous range of hardware you could never own, this captured data is your only realistic view into how your game performs across the real PC market, and it is what lets you optimize for the players who most need it.

Turn the data into targeted optimization

Performance data is only valuable if it directs your optimization effort, and the captured context does exactly that. When reports show that integrated graphics struggle specifically with your effects-heavy scenes, you know to optimize those effects or scale them down on detected low-end hardware, rather than optimizing blindly. The data points you at the highest-impact work.

Use the hardware and settings clusters to set honest minimum specs and good auto-detected defaults, so a low-end player gets a playable experience without having to fiddle with settings they may not understand. Optimizing for low-end hardware, guided by real performance reports, expands your playable audience significantly, and for an indie game competing for every sale, that expanded reach is often worth more than the visual ceiling you might sacrifice to achieve it.

Low-end players are a market, not an edge case. Capture their hardware and optimize for the machines players have.