MOJPLAYWIN / FIELD STUDIO
Field guide 04 / 50 · Performance

Investigate stutter using frame-time percentiles

Original applied analysis · Practical browser-game engineering · First published 23 October 2026

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

For the topic Investigate stutter using frame-time percentiles, use the sources listed below to check relevant methods. Any worked figures illustrate a scenario, not measured MojPlayWin performance. Consult the shared evidence standards before applying the method.