Quick answer: Capture frame rate data from real devices to see when and where drops happen and on which devices, identify what's spiking the frame time (a heavy operation, spawning, GC, a complex scene), optimize that cause, and verify per version on real devices.
Frame drops, moments where the frame rate dips and the game stutters, break immersion and make a game feel rough. Finding what makes those frames expensive is the key. Here is what to do when your game has frame drops.
Capture When and Where Frame Drops Happen
Frame drops happen at specific moments, when something makes a frame take too long. Capture frame rate data from real devices to see when the drops occur (during certain actions, scenes, or events) and on which devices, so you can correlate the drops with what the game is doing, narrowing down the cause.
Bugnet captures performance data with device context from the field, so you can see when frame drops happen and on which devices. That reveals the conditions of the drops, the moments and the hardware, so you can connect them to what the game is doing then (a spawn, a load, a complex scene), the first step to finding the expensive operation causing them.
Identify and Optimize the Cause of the Spikes
Find what spikes the frame time: frame drops come from a frame doing too much work, a heavy operation (spawning many objects, a big calculation), garbage collection (a memory allocation spike triggering a collection hitch), loading on the main thread, or a complex scene overwhelming the GPU. Profile the drop moments and optimize the cause.
Bugnet's captured data showing when drops occur helps you focus profiling on those moments, so you find what's spiking the frame time. Whether it's a heavy per-frame operation, a GC hitch, or a rendering spike, identifying the cause at the drop moments lets you optimize the specific thing making those frames expensive, smoothing out the drops.
Verify the Frame Rate Holds on Real Devices
Verify per version on real devices that the frame rate now holds steady through the previously-dropping moments. Since frame drops are device-dependent (worse on weaker hardware), confirm the improvement on real devices, especially the ones that struggled, not on your fast machine where drops may not appear.
Bugnet tracks performance per version with device context, so after optimizing you can confirm the frame rate holds through the previously-dropping moments on real devices. This verifies the fix on the hardware that struggled, the drops gone in the field data, which you couldn't confirm on your fast machine, the real-device performance is the true measure of a frame-drop fix.
When your game has frame drops, capture frame rate data from real devices to see when and where they happen, identify what's spiking the frame time (heavy operations, GC, main-thread loading, rendering), optimize that cause, and verify per version on real devices. Frame drops are frames that take too long.