Hold a stable frame rate
Measure frame time, CPU, GPU, and memory under fixed conditions and keep only regression-free optimizations.
Use this when
Use this when a game or interactive build has unstable frame rate and performance can be measured under one representative, repeatable scenario.
How it runs
- Freeze a representative benchmark scenario and record the frame-time, FPS, CPU, GPU, and memory baseline.
- Identify the largest measured bottleneck and make one focused optimization.
- Rerun the full benchmark and keep the change only when it improves the target without another regression.
- Repeat until every threshold holds twice, progress stalls, the budget ends, or a blocker appears.
Done when
✓ The frame-rate targets hold under the fixed benchmark without another metric regressing. Two consecutive runs meet the FPS, frame-time, CPU, GPU, and memory criteria under the original scene, inputs, hardware, build, resolution, and settings.
Why it works
Average FPS can hide stutter, resource growth, and tradeoffs between CPU and GPU work. Fixed conditions and full-metric retesting prevent a local improvement from becoming a broader regression.
Implementation note
Record the exact hardware, build, scene, inputs, resolution, and settings. Do not compare runs made under different conditions as if they were equivalent.
More performance loops
Benchmark regression watch
Run the benchmark suite every 30 minutes during active development and raise a flag the moment any benchmark slips more than 5 percent from baseline.
Bundle size budget
Shrink the production JavaScript bundle under a hard budget by attacking the largest modules with code-splitting, lighter imports, and dead-weight removal.
AutoLoop — metric-driven optimization loops
Agent-agnostic hill-climbing loops inspired by Karpathy's autoresearch: define a metric, let the agent propose a change, measure, keep it only if the number improved, and repeat.