Spielerando

My game reports a good frame rate, yet testers say it stutters

An average can look perfect while a few long hitches ruin the feel. This entry shows which three numbers to read from the recorded frame times instead, how to compute the average the right way round and what share of slow frames a phone game can bear.

Why this works

People feel the worst moments, not the average. A few long hitches barely move the average but break the feel, so you read the slowest frames and how often they occur, and you work from time per frame, not from the rate.

When not to use it

It matters less for a slow turn-based game where nothing moves between taps, and a hitch during a loading screen is not a flaw at all. Measure the moments where the player is acting, and ignore the rest.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 25 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "My game reports a good frame rate, yet testers say it stutters" (read_entry average-frame-rate-looks-fine-but-it-stutters) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP