Investigate stutter using frame-time percentiles
The practical problem
A game that averages 60 FPS may still pause briefly on particle spawns, decoding and memory collection. Averages conceal rare slow frames that players notice.
Implementation protocol
Record frame durations over repeated seeded gameplay. Compute the median, 95th and 99th percentiles; annotate changes during spawning and menu transitions.
Worked scenario
If most frames take 10 ms while every twentieth frame takes 34 ms, the average frame rate alone overstates fluidity. Investigate that periodic 34 ms spike.
What could go wrong
Desktop results do not predict thermal or memory constraints on cheap Android phones.
Acceptance criteria
Repeat under battery saver and verify interaction remains predictable.
Source material and evidence boundaries
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