Analyzing Results
After uploading your profiler data, FrameDoctor provides a comprehensive analysis report. Here's how to understand and use it.
Report Sections
Executive Summary
A high-level overview of your game's performance including:
- Overall performance rating
- Frame time statistics (average, min, max)
- Main bottleneck type (CPU, GPU, or memory)
- Top priority issues
Critical Issues
Problems that have the biggest impact on performance. These are ranked by:
- Impact - How much they affect frame rate
- Frequency - How often they occur
- Fixability - How easy they are to resolve
Each issue includes:
- Clear explanation of what's wrong
- Why it matters for your game
- Specific steps to fix it
- Code examples where applicable
Recommendations
Detailed optimization suggestions organized by category:
- CPU Optimization - Script performance, physics, AI
- GPU Optimization - Rendering, shaders, draw calls
- Memory Optimization - Asset sizes, GC allocations
- Asset Optimization - Textures, meshes, audio
Quick Wins
Easy fixes you can implement immediately for noticeable improvement. These are typically:
- Simple configuration changes
- One-line code fixes
- Asset compression settings
- Unity project settings
Priority Levels
Issues are labeled by priority:
| Priority | Meaning | Action |
|---|---|---|
| Critical | Severe performance impact | Fix immediately |
| High | Significant impact | Fix soon |
| Medium | Moderate impact | Plan to address |
| Low | Minor impact | Address when convenient |
Understanding Frame Budgets
FrameDoctor analyzes your data against standard frame budgets:
| Target FPS | Frame Budget |
|---|---|
| 60 FPS | 16.67 ms |
| 30 FPS | 33.33 ms |
For mobile games, we recommend targeting 30% headroom to account for thermal throttling.
Common Issue Types
CPU Bound
Your main thread is taking too long. Common causes:
- Expensive
Update()methods - Too many
GetComponent()calls - Complex physics calculations
- Inefficient loops or algorithms
GPU Bound
Your graphics card is the bottleneck. Common causes:
- Too many draw calls
- Complex shaders
- High overdraw
- Large textures
Memory Issues
Memory usage is causing problems. Common causes:
- Uncompressed textures
- Large audio files
- GC allocations in gameplay loops
- Memory leaks
Acting on Results
- Start with Critical issues - These have the biggest impact
- Focus on Quick Wins first - Easy improvements build momentum
- Re-analyze after fixes - Verify improvements and find new issues
- Address one category at a time - Don't try to fix everything at once
Saving and Sharing
Your analysis history is saved to your dashboard. You can:
- View past analyses anytime
- Compare before/after results
- Track optimization progress over time