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feat: security overhaul (proxy ssrf fix, streaming sanitization, docker optimization)
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@@ -0,0 +1,96 @@
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# Performance Testing - Validation Checklist
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|
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---
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## Prerequisites
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- [ ] Target platforms identified
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- [ ] Hardware specs defined (min/recommended)
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- [ ] Performance targets established
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- [ ] Profiling tools available
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|
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---
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## Target Definition
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- [ ] Frame rate targets per platform
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- [ ] Memory budgets per platform
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- [ ] Loading time targets defined
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- [ ] Regression thresholds set
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|
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---
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## Test Scenarios
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### Frame Rate Tests
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- [ ] Stress test scenarios created
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- [ ] Worst-case scenarios identified
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- [ ] Benchmark levels available
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- [ ] Automated tests possible
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|
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### Memory Tests
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- [ ] Leak detection scenarios
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- [ ] Extended play scenarios
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- [ ] Level transition tests
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- [ ] Maximum content scenarios
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|
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### Loading Tests
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- [ ] Cold boot test defined
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- [ ] Level load tests defined
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- [ ] Save/load tests defined
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- [ ] Fast travel tests (if applicable)
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---
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## Methodology
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- [ ] Automated test framework identified
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- [ ] Manual profiling checklist created
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- [ ] Measurement tools specified
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- [ ] Data collection process defined
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---
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## Benchmarks
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- [ ] Benchmark scenarios defined
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- [ ] Baseline metrics captured
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- [ ] Regression criteria established
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- [ ] CI integration planned
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---
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## Platform Coverage
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- [ ] PC specs covered (min/recommended)
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- [ ] Console modes tested (performance/quality)
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- [ ] Mobile tiers addressed
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- [ ] Platform-specific issues documented
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---
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## Documentation
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- [ ] Performance test plan complete
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- [ ] Targets documented
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- [ ] Scenarios detailed
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- [ ] Methodology explained
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- [ ] Schedule defined
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---
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## Completion Criteria
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- [ ] All platforms have performance targets
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- [ ] Test scenarios cover critical areas
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- [ ] Baseline metrics captured
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- [ ] Automated tests in CI
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---
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**Completed by:** {name}
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**Date:** {date}
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**Platforms:** {list}
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@@ -0,0 +1,323 @@
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<!-- Powered by BMAD-CORE™ -->
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# Performance Testing Strategy
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**Workflow ID**: `_bmad/bmgd/gametest/performance`
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**Version**: 1.0 (BMad v6)
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---
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## Overview
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Design a comprehensive performance testing strategy covering frame rate, memory usage, loading times, and platform-specific requirements. Performance directly impacts player experience.
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**Knowledge Base Reference**: `knowledge/performance-testing.md`
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---
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## Preflight Requirements
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- ✅ Target platforms identified
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- ✅ Performance requirements known (target FPS, memory limits)
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- ✅ Representative content available for testing
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- ✅ Profiling tools accessible
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---
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## Step 1: Define Performance Targets
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### Frame Rate Targets
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| Platform | Target FPS | Minimum FPS | Notes |
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| ----------------- | ---------- | ----------- | ------------------ |
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| PC (High) | 60+ | 30 | Uncapped option |
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| PC (Low) | 30 | 30 | Scalable settings |
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| PS5/Xbox X | 60 | 60 | Performance mode |
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| PS4/Xbox One | 30 | 30 | Locked |
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| Switch Docked | 30 | 30 | Stable |
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| Switch Handheld | 30 | 25 | Power saving |
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| Mobile (High) | 60 | 30 | Device dependent |
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| Mobile (Standard) | 30 | 30 | Thermal throttling |
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### Memory Budgets
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| Platform | Total RAM | Game Budget | Notes |
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| ------------- | --------- | ----------- | ------------------- |
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| PC (Min spec) | 8 GB | 4 GB | Leave room for OS |
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| PS5 | 16 GB | 12 GB | Unified memory |
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| Xbox Series X | 16 GB | 13 GB | With Smart Delivery |
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| Switch | 4 GB | 2.5 GB | Tight constraints |
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| Mobile | 4-6 GB | 1.5-2 GB | Background apps |
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### Loading Time Targets
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| Scenario | Target | Maximum |
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| ------------ | ------ | ------- |
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| Initial boot | < 10s | 30s |
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| Level load | < 15s | 30s |
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| Fast travel | < 5s | 10s |
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| Respawn | < 3s | 5s |
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---
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## Step 2: Identify Test Scenarios
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### Stress Test Scenarios
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Create scenarios that push performance limits:
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```
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SCENARIO: Maximum Entity Count
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GIVEN game level with normal enemy spawn
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WHEN enemy count reaches 50+
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THEN frame rate stays above minimum
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AND no visual artifacts
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AND audio doesn't stutter
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SCENARIO: Particle System Stress
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GIVEN combat with multiple effects
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WHEN 20+ particle systems active
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THEN frame rate degradation < 20%
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AND memory allocation stable
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SCENARIO: Draw Call Stress
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GIVEN level with maximum visible geometry
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WHEN camera shows worst-case view
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THEN frame rate stays above minimum
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AND no hitching or stuttering
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```
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### Memory Test Scenarios
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```
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SCENARIO: Extended Play Session
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GIVEN game running for 4+ hours
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WHEN normal gameplay occurs
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THEN memory usage remains stable
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AND no memory leaks detected
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AND no crash from fragmentation
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SCENARIO: Level Transition
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GIVEN player completes level
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WHEN transitioning to new level
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THEN previous level fully unloaded
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AND memory baseline returns
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AND no cumulative growth
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```
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### Loading Test Scenarios
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```
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SCENARIO: Cold Boot
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GIVEN game not in memory
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WHEN launching game
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THEN reaches interactive state in < target
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AND loading feedback shown
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AND no apparent hang
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SCENARIO: Save/Load Performance
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GIVEN large save file (max progress)
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WHEN loading save
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THEN completes in < target
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AND no corruption
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AND gameplay resumes smoothly
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```
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---
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## Step 3: Define Test Methodology
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### Automated Performance Tests
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**Unity Profiler Integration**:
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```csharp
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[UnityTest]
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public IEnumerator Performance_CombatScene_MaintainsFPS()
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{
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using (Measure.ProfilerMarkers(new[] { "Main Thread" }))
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{
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SceneManager.LoadScene("CombatStressTest");
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yield return new WaitForSeconds(30f);
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}
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var metrics = Measure.Custom(new SampleGroupDefinition("FPS"));
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Assert.Greater(metrics.Median, 30, "FPS should stay above 30");
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}
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```
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**Unreal Automation**:
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```cpp
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bool FPerformanceTest::RunTest(const FString& Parameters)
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{
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// Capture baseline
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float StartTime = FPlatformTime::Seconds();
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// Run stress scenario
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for (int i = 0; i < 100; i++)
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{
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GetWorld()->SpawnActor<AStressTestActor>();
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}
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// Measure frame time
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float FrameTime = FApp::GetDeltaTime();
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TestTrue("Frame time under budget", FrameTime < 0.033f); // 30 FPS
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return true;
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}
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```
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**Godot Benchmark**:
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```gdscript
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func test_performance_entity_stress():
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var frame_times = []
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# Spawn stress load
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for i in range(100):
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var entity = stress_entity.instantiate()
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add_child(entity)
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# Collect frame times
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for i in range(300): # 5 seconds at 60fps
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await get_tree().process_frame
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frame_times.append(Performance.get_monitor(Performance.TIME_PROCESS))
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# Analyze
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var avg_frame_time = frame_times.reduce(func(a, b): return a + b) / frame_times.size()
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assert_lt(avg_frame_time, 0.033, "Average frame time under 33ms (30 FPS)")
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```
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### Manual Profiling Checklist
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1. **CPU Profiling**
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- [ ] Identify hotspots
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- [ ] Check GC frequency
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- [ ] Verify multithreading usage
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2. **GPU Profiling**
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- [ ] Draw call count
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- [ ] Overdraw analysis
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- [ ] Shader complexity
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3. **Memory Profiling**
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- [ ] Heap allocation patterns
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- [ ] Asset memory usage
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- [ ] Leak detection over time
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---
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## Step 4: Create Benchmark Suite
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### Benchmark Levels
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Create dedicated benchmark scenarios:
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| Benchmark | Purpose | Duration |
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| --------------- | ------------------------ | -------- |
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| Combat Stress | Max entities, effects | 60s |
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| Open World | Draw distance, streaming | 120s |
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| Menu Navigation | UI performance | 30s |
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| Save/Load | Persistence performance | 30s |
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### Baseline Capture
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1. Run benchmarks on reference hardware
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2. Record baseline metrics
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3. Set regression thresholds (e.g., 10% degradation = fail)
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4. Integrate into CI pipeline
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---
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## Step 5: Platform-Specific Testing
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### PC Testing
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- Test across min/recommended specs
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- Verify quality settings work
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- Check VRAM usage at each tier
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- Test at multiple resolutions
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### Console Testing
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- Test in both performance/quality modes
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- Verify thermal throttling behavior
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- Check suspend/resume impact
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- Test with varying storage speeds
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### Mobile Testing
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- Test on low/mid/high tier devices
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- Monitor thermal throttling
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- Check battery impact
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- Test with background apps
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---
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## Step 6: Generate Performance Test Plan
|
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### Document Structure
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```markdown
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# Performance Test Plan: {Project Name}
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## Performance Targets
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[Tables for FPS, memory, loading times]
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|
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## Test Scenarios
|
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|
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### Frame Rate Tests
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|
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[Stress test scenarios]
|
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|
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### Memory Tests
|
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|
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[Extended play, leak detection scenarios]
|
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|
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### Loading Tests
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|
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[Boot, level load, save/load scenarios]
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|
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## Methodology
|
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|
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### Automated Tests
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|
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[Code examples, CI integration]
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### Manual Profiling
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[Checklist, tools to use]
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## Benchmark Suite
|
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[Benchmark definitions, baseline metrics]
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## Platform Matrix
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|
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[Platform-specific requirements and tests]
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|
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## Regression Criteria
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[What constitutes a performance regression]
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## Schedule
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[When performance tests run, who reviews]
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```
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---
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## Deliverables
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1. **Performance Test Plan** - Comprehensive strategy document
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2. **Benchmark Scenarios** - Reproducible test levels
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3. **Baseline Metrics** - Reference performance data
|
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4. **Automated Tests** - CI-integrated performance tests
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|
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---
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## Validation
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Refer to `checklist.md` for validation criteria.
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@@ -0,0 +1,256 @@
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# Performance Test Plan: {PROJECT_NAME}
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**Version**: {VERSION}
|
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**Created**: {DATE}
|
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**Author**: {AUTHOR}
|
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|
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---
|
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|
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## Overview
|
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|
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### Performance Philosophy
|
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|
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{High-level approach to performance for this project}
|
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|
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### Target Experience
|
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|
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- Primary target: {platform, e.g., "PS5 at 60 FPS"}
|
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- Minimum viable: {platform, e.g., "PS4 at 30 FPS"}
|
||||
|
||||
---
|
||||
|
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## Performance Targets
|
||||
|
||||
### Frame Rate
|
||||
|
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| Platform | Target FPS | Minimum FPS | Mode |
|
||||
| ------------- | ---------- | ----------- | ----------- |
|
||||
| PC (High) | | | |
|
||||
| PC (Low) | | | |
|
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| PS5 | | | Performance |
|
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| PS5 | | | Quality |
|
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| Xbox Series X | | | |
|
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| Switch | | | |
|
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| Mobile | | | |
|
||||
|
||||
### Memory Budget
|
||||
|
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| Platform | Total RAM | Game Budget | Reserve |
|
||||
| ------------- | --------- | ----------- | ------- |
|
||||
| PC (Min) | | | |
|
||||
| PS5 | | | |
|
||||
| Xbox Series X | | | |
|
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| Switch | | | |
|
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| Mobile | | | |
|
||||
|
||||
### Loading Times
|
||||
|
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| Scenario | Target | Maximum | Notes |
|
||||
| ------------ | ------ | ------- | ----- |
|
||||
| Initial boot | | | |
|
||||
| Level load | | | |
|
||||
| Fast travel | | | |
|
||||
| Respawn | | | |
|
||||
| Save/Load | | | |
|
||||
|
||||
---
|
||||
|
||||
## Test Scenarios
|
||||
|
||||
### Frame Rate Stress Tests
|
||||
|
||||
#### Scenario: {Name}
|
||||
|
||||
```
|
||||
GIVEN {setup conditions}
|
||||
WHEN {stress conditions applied}
|
||||
THEN frame rate >= {minimum}
|
||||
AND frame time variance < {threshold}
|
||||
PLATFORM: {target platforms}
|
||||
```
|
||||
|
||||
{Repeat for each scenario}
|
||||
|
||||
### Memory Tests
|
||||
|
||||
#### Scenario: Extended Play Session
|
||||
|
||||
```
|
||||
GIVEN game running for 4+ hours
|
||||
WHEN normal gameplay patterns occur
|
||||
THEN memory usage stays within budget
|
||||
AND no detected memory leaks
|
||||
AND GC pauses < 16ms
|
||||
```
|
||||
|
||||
#### Scenario: Level Transition
|
||||
|
||||
```
|
||||
GIVEN player completes level
|
||||
WHEN loading next level
|
||||
THEN previous level memory freed
|
||||
AND memory returns to baseline (+/- 5%)
|
||||
```
|
||||
|
||||
### Loading Time Tests
|
||||
|
||||
#### Scenario: Cold Boot
|
||||
|
||||
```
|
||||
GIVEN game not in memory
|
||||
WHEN launching from platform UI
|
||||
THEN interactive menu in < {target}s
|
||||
AND loading progress visible
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Benchmark Suite
|
||||
|
||||
### Benchmark Levels
|
||||
|
||||
| Name | Purpose | Duration | Key Metrics |
|
||||
| ------------- | --------- | --------- | ------------------ |
|
||||
| {Benchmark 1} | {purpose} | {seconds} | FPS, frame time |
|
||||
| {Benchmark 2} | {purpose} | {seconds} | Draw calls, memory |
|
||||
| {Benchmark 3} | {purpose} | {seconds} | Load time |
|
||||
|
||||
### Baseline Metrics
|
||||
|
||||
| Benchmark | Platform | FPS (Avg) | FPS (1%) | Memory | Date |
|
||||
| --------- | -------- | --------- | -------- | ------ | ---- |
|
||||
| | | | | | |
|
||||
|
||||
### Regression Criteria
|
||||
|
||||
| Metric | Warning | Failure |
|
||||
| ----------- | ------- | ------- |
|
||||
| FPS Average | -5% | -10% |
|
||||
| FPS 1% Low | -10% | -20% |
|
||||
| Memory | +5% | +10% |
|
||||
| Load Time | +10% | +25% |
|
||||
|
||||
---
|
||||
|
||||
## Profiling Methodology
|
||||
|
||||
### Tools
|
||||
|
||||
| Platform | CPU Profiler | GPU Profiler | Memory |
|
||||
| -------- | --------------- | ----------------- | --------------- |
|
||||
| Unity | Unity Profiler | Frame Debugger | Memory Profiler |
|
||||
| Unreal | Unreal Insights | RenderDoc | Memreport |
|
||||
| Godot | Profiler | Shader debugger | Monitors |
|
||||
| PC | PIX, vtune | RenderDoc, Nsight | RAMMap |
|
||||
| PS5 | Razor | Razor GPU | - |
|
||||
| Xbox | PIX | PIX | - |
|
||||
|
||||
### Profiling Checklist
|
||||
|
||||
#### CPU
|
||||
|
||||
- [ ] Main thread frame time
|
||||
- [ ] Worker thread utilization
|
||||
- [ ] GC frequency and duration
|
||||
- [ ] Hotspot identification
|
||||
|
||||
#### GPU
|
||||
|
||||
- [ ] Draw call count
|
||||
- [ ] Overdraw ratio
|
||||
- [ ] Shader complexity
|
||||
- [ ] Memory bandwidth
|
||||
|
||||
#### Memory
|
||||
|
||||
- [ ] Peak allocation
|
||||
- [ ] Leak detection
|
||||
- [ ] Fragmentation
|
||||
- [ ] Asset memory breakdown
|
||||
|
||||
---
|
||||
|
||||
## Automated Tests
|
||||
|
||||
### CI Integration
|
||||
|
||||
```yaml
|
||||
# Example CI configuration
|
||||
performance-tests:
|
||||
stage: test
|
||||
script:
|
||||
- ./run-benchmarks.sh
|
||||
- ./check-regression.sh
|
||||
artifacts:
|
||||
reports:
|
||||
performance: benchmark-results.json
|
||||
rules:
|
||||
- if: $CI_PIPELINE_SOURCE == "schedule"
|
||||
```
|
||||
|
||||
### Automated Test Examples
|
||||
|
||||
{Engine-appropriate code examples}
|
||||
|
||||
---
|
||||
|
||||
## Platform-Specific Testing
|
||||
|
||||
### PC
|
||||
|
||||
- [ ] Test on minimum spec hardware
|
||||
- [ ] Test on recommended spec hardware
|
||||
- [ ] Verify quality presets work
|
||||
- [ ] Check VRAM usage at each tier
|
||||
- [ ] Test at 1080p, 1440p, 4K
|
||||
|
||||
### Console
|
||||
|
||||
- [ ] Test performance mode
|
||||
- [ ] Test quality mode
|
||||
- [ ] Check thermal throttling behavior
|
||||
- [ ] Verify suspend/resume
|
||||
- [ ] Test with HDD vs SSD (if applicable)
|
||||
|
||||
### Mobile
|
||||
|
||||
- [ ] Test on low-tier device
|
||||
- [ ] Test on mid-tier device
|
||||
- [ ] Test on high-tier device
|
||||
- [ ] Monitor thermal throttling
|
||||
- [ ] Check battery drain
|
||||
|
||||
---
|
||||
|
||||
## Schedule
|
||||
|
||||
| Activity | Frequency | Owner |
|
||||
| ------------------ | --------- | --------- |
|
||||
| Benchmark run | Daily | CI |
|
||||
| Regression review | Weekly | QA Lead |
|
||||
| Deep profiling | Milestone | Tech Lead |
|
||||
| Platform soak test | Monthly | QA |
|
||||
|
||||
---
|
||||
|
||||
## Reporting
|
||||
|
||||
### Weekly Performance Report
|
||||
|
||||
- Benchmark trends
|
||||
- Regression incidents
|
||||
- Optimization progress
|
||||
- Risk areas
|
||||
|
||||
### Release Criteria
|
||||
|
||||
- [ ] All platforms meet minimum FPS
|
||||
- [ ] No memory leaks in 4-hour test
|
||||
- [ ] Load times within targets
|
||||
- [ ] No regression > failure threshold
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
{Additional considerations, known issues, platform quirks}
|
||||
@@ -0,0 +1,46 @@
|
||||
# Game QA workflow: performance
|
||||
name: gametest-performance
|
||||
description: "Design performance testing strategy for frame rate, memory, and loading times"
|
||||
author: "BMad"
|
||||
|
||||
# Critical variables from config
|
||||
config_source: "{project-root}/_bmad/bmgd/config.yaml"
|
||||
output_folder: "{config_source}:output_folder"
|
||||
user_name: "{config_source}:user_name"
|
||||
communication_language: "{config_source}:communication_language"
|
||||
document_output_language: "{config_source}:document_output_language"
|
||||
date: system-generated
|
||||
|
||||
# Workflow components
|
||||
installed_path: "{project-root}/_bmad/bmgd/workflows/gametest/performance"
|
||||
instructions: "{installed_path}/instructions.md"
|
||||
validation: "{installed_path}/checklist.md"
|
||||
template: "{installed_path}/performance-template.md"
|
||||
|
||||
# Variables and inputs
|
||||
variables:
|
||||
target_fps: 60
|
||||
target_platform: "auto" # auto, pc, console, mobile
|
||||
game_engine: "auto" # auto, unity, unreal, godot
|
||||
|
||||
# Output configuration
|
||||
default_output_file: "{output_folder}/performance-test-plan.md"
|
||||
|
||||
# Required tools
|
||||
required_tools:
|
||||
- read_file
|
||||
- write_file
|
||||
- list_files
|
||||
- search_repo
|
||||
|
||||
tags:
|
||||
- qa
|
||||
- performance
|
||||
- profiling
|
||||
- optimization
|
||||
- benchmarks
|
||||
|
||||
execution_hints:
|
||||
interactive: false
|
||||
autonomous: true
|
||||
iterative: true
|
||||
Reference in new issue
Block a user