Quick answer: Drive the flythrough by a fixed path parameter over a fixed number of frames, discard warm-up frames, and report percentiles so runs are comparable.
Your automated camera flythrough benchmark gives different average FPS every run, making it useless for comparing changes. The cause is advancing the camera by wall-clock time and including shader-compile and load hitches in the measurement.
How to fix it
1. Advance by a fixed parameter
Move the camera along the path by a normalized 0..1 parameter over a fixed number of frames, not by delta time. This makes every run traverse the identical path regardless of speed.
2. Discard warm-up frames
Skip the first second or so of frames where shaders compile and assets stream in. Including those hitches in the average masks the real steady-state performance.
3. Report percentiles, not just average
Record per-frame times and report median, 95th, and 99th percentile. An average hides stutters; percentiles make regressions in frame consistency visible and comparable.
4. Fix the scene and settings
Lock resolution, quality, and a seeded scene state for the run so external variation does not creep into the numbers you compare across builds.
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 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.