Quick answer: Use asynchronous GPU readback so the CPU does not wait, read results a frame or more later, and avoid per-frame synchronous readbacks.
A GPU readback stall is synchronous CPU-GPU sync. Async readback fixes it. Here is how.
How to fix it
1. Use asynchronous readback
Request GPU data with async readback so the CPU continues and receives the result via a callback when ready, instead of blocking until the GPU finishes. Synchronous readback stalls both the CPU and GPU.
2. Read results a frame later
Accept the data a frame or two later rather than the same frame, since the GPU works ahead of the CPU. Demanding this-frame results forces the sync that stalls; deferring removes the stall.
3. Avoid per-frame readbacks
Reading back every frame multiplies the stall. Read only when necessary, batch readbacks, or redesign so the result stays on the GPU. The cheapest readback is the one you do not 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 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.