Quick answer: Capture performance data from real devices with context to see where and on what devices it's bad (your fast machine hides it), identify the bottleneck and affected devices, optimize the cause, and verify per version on real devices.

A performance problem, low frame rate, long loads, stutters, makes your game unpleasant, but it's hard to see because your dev machine is too fast. Measuring on real devices is the key. Here is what to do when your game has a performance problem.

Capture Performance From Real Devices

Your dev machine is faster than most players' devices, so it hides performance problems that real, especially low-end, devices suffer. Capture performance data from the field with device context, so you see how the game actually performs across your players' devices, not just on your fast machine where it runs fine.

Bugnet captures performance data with device context from the field, so you see how the game performs on real players' devices. That's essential, performance problems are device-dependent and hidden on your fast dev machine, so field measurement across real devices is how you see the actual performance players experience and which devices struggle.

Identify the Bottleneck and Affected Devices

Find what's slow and where: is it frame rate (the game runs below target), load times (slow loading), or stutters (intermittent hitches)? And which devices, low-end ones, specific hardware? The captured data plus profiling reveal the bottleneck (CPU, GPU, memory) and the devices it hits, telling you what to optimize.

Bugnet captures performance with device context, so you can see which devices have the problem and what form it takes (frame rate, loads, stutters). That, combined with profiling, identifies the bottleneck and the affected devices, so you optimize the actual constraint on the devices that need it, rather than guessing at performance from your fast machine.

Optimize the Cause and Verify on Real Devices

Optimize the identified bottleneck, reduce the CPU/GPU/memory load causing the problem, then verify per version on real devices that performance improved. Because performance is device-dependent, confirm the fix on the devices that were struggling, not on your fast machine where it always ran fine.

Bugnet tracks performance per version with device context, so after optimizing you can confirm performance improved on the affected devices in the field. This verifies the optimization worked where it mattered, the struggling devices now performing better, which you couldn't confirm on your fast dev machine, the field data on real devices is the true measure of a performance fix.

When your game has a performance problem, capture performance from real devices (your fast machine hides it), identify the bottleneck and affected devices, optimize the cause, and verify per version on real devices. Performance problems are device-dependent and invisible on your machine.