Quick answer: Measure performance on real players' devices (not just your fast machine), identify your bottleneck (CPU or GPU) since they need opposite fixes, and look at frame-time spikes rather than average FPS. Optimize the real bottleneck on real hardware.
Improving performance makes your game feel better and reach more players, but it's easy to optimize the wrong thing. A measured, targeted approach is key. Here are practical tips for improving game performance.
Measure on Real Devices
The first tip: measure performance on the devices players actually use, not just your fast dev machine, which hides problems that only appear on weaker hardware. Performance that's smooth for you can be a slideshow on a player's mid-range phone, and that's the experience that matters.
Bugnet captures performance data from real player sessions tagged by device, so you see how your game runs in the field. Measuring reality is where performance work has to start, 'it runs fine for me' tells you almost nothing about players.
Identify Your Bottleneck Before Optimizing
The crucial tip: identify whether you're CPU-bound or GPU-bound before optimizing, because they need opposite fixes. CPU-bound (drops during heavy logic) needs reduced CPU work; GPU-bound (drops during heavy rendering) needs reduced rendering cost. Optimizing the wrong one wastes effort entirely.
Bugnet captures performance with context, so you can see whether frame drops align with heavy logic or heavy rendering. Confirming the bottleneck first is what keeps optimization from being wasted on the wrong thing.
Look at Spikes, Not Just Average FPS
The tip for finding what to fix: look at frame-time variance and the worst frames, not average FPS, which hides the dips players feel as stutter. The spikes, from asset loads, GC, bursts, are what hurt the experience, so target them.
Bugnet's performance snapshots capture frame-time spikes from real sessions, so you can target the real problems. So improve performance by measuring on real devices, identifying your bottleneck, and targeting the spikes, then optimizing the real bottleneck on the hardware where performance is actually poor.
Measure on real players' devices (not your fast machine), identify your bottleneck (CPU or GPU, they need opposite fixes), and look at frame-time spikes, not average FPS. Optimize the real bottleneck where performance is poor.