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performance

FlatRedBallService.Performance — opt-in rolling FPS/timing/collision stats. Triggers: PerformanceMonitor, GenerateReport, FPS, frame time, DeepCollisionCount, "why is my game slow".

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vchelaru/FlatRedBall2
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August 27, 2026 at 10:48
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performance
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FlatRedBallService.Performance — opt-in rolling FPS/timing/collision stats. Triggers: PerformanceMonitor, GenerateReport, FPS, frame time, DeepCollisionCount, "why is my game slow".
# Performance Monitoring `FlatRedBallService.Default.Performance` (a `PerformanceMonitor`, `src/Diagnostics/PerformanceMonitor.cs`) tracks rolling FPS, per-phase frame timing, and a per-collision-relationship severity breakdown over a 120-frame window. **Off by default** — set `IsEnabled = true` before it records anything; until then every stat reads zero/empty. ```csharp FlatRedBallService.Default.Performance.IsEnabled = true; // later, e.g. every N frames from Screen.CustomActivity: var perf = FlatRedBallService.Default.Performance; Console.WriteLine(perf.GenerateReport()); // FPS + phase timing + collision severity, as a string var fps = perf.Fps; // .Current / .Average / .Min / .Max var worst = perf.GetCollisionReport(); // ordered most-expensive first, flags unpartitioned relationships ``` `GenerateReport()` only builds a string — it does no I/O itself, so printing/logging/writing it is on the caller. ## Timer resolution (web) `GenerateReport()` opens with a `Platform:` line and the measured clock step (`TimerResolutionMs`, probed once via `ProfileClock.MeasureResolutionMs`). **Landmine:** browsers coarsen their clock as a Spectre mitigation — ~1ms on Firefox/Safari, ~0.1ms on Chrome — and `Stopwatch.Frequency` does not reflect it. Whole-pass totals stay accurate (start/end errors cancel), but any per-phase number smaller than one step reads as 0 or one full step and nothing between. The report warns automatically above 0.5ms. Set `PlatformLabel` from the host — the engine targets `net10.0` and cannot read `navigator.userAgent` itself. See `src/Diagnostics/FrameProfile.cs` for the underlying per-frame timing struct, and `Factory<T>.PartitionAxis` for what "unpartitioned" in the collision report means.
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