Fighting Game · Guides & deep dives

Performance Analytics

Rendered UI should lead with hitches per minute, average FPS, and affected hardware tiers.

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Phase 72.5.2.9 adds @v2/performance-analytics, the operational performance analytics surface for FPS distribution by hardware tier, settings preset adoption, and hitching frequency. The policy is v2-performance-analytics-v1.

buildV2PerformanceAnalyticsSurface composes @v2/client-performance-telemetry and aggregates v2.client.performance.sampled windows. It emits chart-ready FPS distribution rows by hardware tier, settings preset adoption rows, and hitching frequency rows using the 33ms / 2 consecutive frame hitch threshold.

The service consumes accountIdHash only as hashed-account telemetry. The surface exposes aggregate values only and does not expose raw account IDs.

Operator Surface#

Rendered UI should lead with hitches per minute, average FPS, and affected hardware tiers. Keep hardware tier, settings preset, platform, build, and date filters compact and shared across the charts.

The first screen should make it clear which hardware tiers are missing FPS targets, which presets players actually use, and which preset/hardware combinations are producing hitches. Avoid marketing copy and show empty states when client performance telemetry has not arrived.

Verification#

Targeted verification:

bash
pnpm --filter @v2/performance-analytics run typecheck
pnpm --filter @v2/performance-analytics run test
python V2/ue/Tools/check-v2-performance-analytics.py
python -m json.tool V2/ue/Build/Telemetry/v2-performance-analytics.json