Loop 054

The stable-frame-rate loop

A repeatable game-performance workflow that measures frame time, CPU, GPU, and memory under fixed conditions and keeps only regression-free optimizations.

Ready-to-use prompt

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Improve the frame-rate stability of [game or interactive build]. Before editing, define one repeatable benchmark with the same scene, inputs, hardware, build, resolution, and settings. If no scenario or targets are supplied, propose representative values and state them before proceeding. Record frame-time distribution, average FPS, minimum FPS, CPU use, GPU use, and memory behavior. Identify the largest measured bottleneck and make one focused optimization. Rerun the complete benchmark under the same conditions. Keep the change only if it improves the target without regressing another metric or changing expected behavior. Repeat until [FPS target] holds for [stability period] with no dip below [FPS floor], memory remains below [memory target] without an upward trend, and CPU stays below [CPU target] across two consecutive runs. Stop on success, two rounds without measurable progress, a blocker, or [iteration budget]. Finish with the benchmark setup, before-and-after measurements, retained changes, reverted attempts, and remaining bottlenecks.

Verify / stop

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.

Context and guidanceWhen to use it, steps, safety notes, and related loops
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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 to run it

  1. Freeze a representative benchmark scenario and record the frame-time, FPS, CPU, GPU, and memory baseline.
  2. Identify the largest measured bottleneck and make one focused optimization.
  3. Rerun the full benchmark and keep the change only when it improves the target without another regression.
  4. Repeat until every threshold holds twice, progress stalls, the budget ends, or a blocker appears.

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.