Quick answer: Sample performance on a fixed interval, bucket FPS and memory into ranges, and report periodic percentiles (p50/p95) instead of raw per-frame values.
Emitting an fps event every frame is 60 events per second and makes your average meaningless against a couple of spikes. Bucketed periodic percentiles capture the real performance picture cheaply.
How to stop it
1. Sample on an interval
Accumulate frame times locally and emit one performance event every few seconds rather than per frame. This cuts volume by orders of magnitude while preserving the trend.
2. Bucket the values
Report FPS and memory as ranges (30-45, 45-60) so the analytics dimension has low cardinality and group-bys stay fast. Exact values add cost without insight.
3. Send percentiles
Compute p50 and p95 over the interval on-device and send those instead of a mean, so a single stall does not swamp the metric. Percentiles describe the player's actual experience.
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.