Quick answer: When a game runs fine on your machine but slow on low-end PCs, it's exceeding the performance budget of that weaker hardware. The fix is threefold: profile on actual low-end hardware (not just your dev machine) to find the real bottleneck there, add scalable settings so players can trade quality for performance, and optimize the baseline cost to fit a realistic minimum spec.
Low-end PCs are where a lot of your audience plays, and a game that runs poorly on them loses those players and earns 'runs badly' reviews. The trap is that you develop on a capable machine, so you never feel the problem, your game's performance budget assumes more power than low-end players have. Fixing this means designing for the lower end deliberately, not just hoping it scales down.
Why It Runs Slow on Low-End Hardware
A low-end PC has less CPU and GPU power and less memory than your development machine, so the same per-frame work that fits comfortably on your hardware exceeds the budget on theirs, causing low frame rates. The game isn't 'broken' on low-end PCs; it's simply asking for more performance than that hardware can deliver. The bottleneck on low-end hardware may even differ from your machine, weaker GPUs may make you GPU-bound where you weren't, or limited memory may force swapping.
The core issue is a mismatch between your game's performance demands and the low-end hardware's budget. You either need to reduce the demands (optimize, scale down) or be clear about the minimum hardware required, ideally both: optimize and scale so the game runs acceptably on a reasonable minimum spec, and clearly state that spec.
How to Diagnose It
Profile on actual low-end hardware, not your dev machine. The bottleneck and costs on a weak machine can differ from yours, so you need to see where the time goes on the hardware that's struggling. If you can't test on low-end hardware directly, capture field performance data from players on low-end machines to see how the game actually performs there and where it bottlenecks.
Bugnet's performance monitoring captures real-world performance across the range of hardware players use, so you can see how the game runs on low-end configurations specifically and where the drops happen, even if you don't own that hardware. Performance that's fine on high-end machines but poor on low-end ones shows up clearly when you can slice the data by hardware, telling you exactly what to optimize for the players who are struggling.
How to Fix It
Two complementary approaches. First, add scalable graphics/performance settings, let players reduce resolution, effects quality, draw distance, shadows, and other costs so they can trade visual quality for frame rate on weaker hardware. Good scalability options are the single most effective way to serve low-end players, because they let each player tune the game to their machine. Second, optimize the baseline so the game runs acceptably at its lowest settings on a realistic minimum spec, reduce the cost that even the lowest settings can't avoid.
Set and test against a concrete minimum spec representing your low-end target, and ensure the game runs at an acceptable frame rate there at low settings. Be honest about that minimum spec on your store page so players with weaker hardware know what to expect. After optimizing and adding settings, verify via field performance data that low-end players now get acceptable performance. Designing deliberately for the lower end, rather than assuming your dev machine's experience scales down, is what makes a game run well across the hardware your audience actually has.
Low-end PCs run your game slow because it exceeds their budget, your dev machine hides this. Profile on weak hardware, add scalable settings, and optimize to a real minimum spec.