Mikas & Matugan
Привет, Матуган. Тут разбирался с просадками FPS в новом проекте, подумал, тебе будет интересно заглянуть в профилирование. Поможешь разобраться с этими узкими местами?
Alright, let’s crush those hiccups. First, hit the profiler on your target device, not just your PC—real fps drops only show up in real conditions. While it’s running, note the GPU and CPU usage spikes. Then split the frame into stages: load, update, draw, present. If your CPU is maxing out, tighten your update loop, batch objects, reduce per‑frame allocations. If the GPU is the culprit, cut draw calls, merge textures, lower resolution of heavy effects. Don’t forget to check for over‑draw and unused assets; every millisecond counts. Run the same test in both debug and release builds—debug can hide the real pain. Finally, set a strict time budget per frame (like 16.6 ms for 60 fps) and iterate until you hit it. Got the numbers? Let’s dive in.