Quick answer: Profile in Firefox specifically, reduce allocations and GC pressure that the engine handles differently, and test WebGL usage that may take a slower path on one browser.
A game smooth in Chrome but stuttery in Firefox is a browser-engine difference. Profiling in Firefox finds it. Here is how.
How to fix it
1. Profile in the slow browser
Use Firefox's own profiler, not Chrome's. The stutter is specific to Firefox's engine, so you must measure there to see whether it is GC, JIT, or rendering causing the hitches.
2. Reduce allocations and GC pressure
Different engines collect garbage differently, so allocation-heavy code that Chrome tolerates can stutter in Firefox. Reduce per-frame allocations, which helps universally and especially on the slower engine.
3. Check WebGL paths
Some WebGL usage takes a faster path on one browser. Avoid patterns known to be slow cross-browser (excessive state changes, readbacks), and test that your rendering performs on both engines.
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 HTML5 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.