Quick answer: Cap the frame rate (especially on menus and when unfocused), avoid busy-wait loops, and reduce per-frame work when nothing is changing.

A game that maxes the CPU on a menu is running uncapped, doing pointless work at full speed. Capping the frame rate fixes it instantly. Here is how.

How to fix it

1. Cap the frame rate

Set a frame-rate cap (vsync or an explicit target). Without one, the loop runs as fast as the CPU allows, pegging a core even when the menu is static. A cap immediately drops idle usage.

2. Lower the rate when idle or unfocused

Menus, pause screens, and an unfocused window do not need 60 or more frames a second. Drop to a low frame rate there to save power and heat with no visible cost.

3. Avoid busy-waiting

A loop that spins waiting for a condition instead of sleeping or yielding burns a core. Use proper waits, events, or sleeps so the CPU is idle when there is nothing to do.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.