Quick answer: Export the vendor hint symbols in your binary so drivers prefer the dedicated GPU, and document the Windows per-app GPU setting for affected players.

'Game runs at 20 FPS on a gaming laptop' is this bug wearing a performance costume. Developers get one code-level lever plus player-side settings. Here they are.

How to fix it

1. Export the GPU preference symbols

Exporting NvOptimusEnablement and AmdPowerXpressRequestHighPerformance (both set to 1) from your exe signals both vendors' drivers to choose the dedicated GPU — engines and templates often have a toggle for exactly this.

2. Document the Windows setting

Settings > Display > Graphics > add your exe > High performance — the reliable per-user override; a screenshot in your performance FAQ pays for itself.

3. Detect and warn in-game

Log the active adapter (device name at init) and, when it is integrated while a dedicated GPU exists, show a hint — telemetry on adapter choice quantifies how many players run the wrong chip.

4. Test both paths

Integrated GPUs also expose different limits and bugs — a run on the iGPU catches crashes that dedicated-only testing misses, since part of your audience is there involuntarily.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.