Set a mobile game performance budget before the scene fills up.

Practical frame, memory, and asset limits that expose performance issues early.

Start with the lower target device

Choose a device representing minimum support, then set frame rate, memory, load time, and download size targets. Do not use the development machine as the benchmark.

Divide the budget

Allocate frame time across rendering, logic, physics, interface, and audio, with headroom for peak conditions. Connect asset limits to an automated build check.

Test a representative scene early

The test should include expected characters, effects, interface, and audio. Record slow frames, not only the average.

Turn knowledge into action

Have an idea you want to test?

Share the goal, user, and challenge, and we will review a practical starting point.