Tests1,428 traces published
Titles212 measured
RuleEvery capture described in full
Test results

Measurements, with the traces attached

Each entry states how many captures it rests on, where they were taken and what varied. Where a result cannot be reproduced from that description, the result is not finished.

Frame pacing41 traces9 areas

Ridgeline Hollow: a 34 millisecond spike on every streaming boundary

Thirty-eight of forty-one captures show the same stall at almost identical intervals along a fixed traversal route. The average frame rate stays above target throughout, which is why nobody writing from feel has identified the cause.

34msWorst 1%
Simulation14 savesLate game

Why your space empire slows down at hour ninety, in numbers

Turn resolution timed across fourteen late-game saves with identical action sequences. Cost scales with tracked entity count at roughly the square, and the curve becomes noticeable long before the interface warns you.

27msTurn cost
Frame pacing22 tracesWeather

Weather transitions cost more than the weather itself

Twenty-two captures across four titles show that the expensive moment is not rain but the two seconds in which rain begins, where shader compilation and particle spawning coincide.

12msWorst 1%
Load180 runsCold and warm

Cold-start load times are the only load times worth publishing

One hundred and eighty timed runs across fifteen titles, comparing first launch after reboot against subsequent launches. The difference averages 3.4 times, and almost every published figure describes the easier case.

3.4×Cold vs warm
Audio36 recordingsOcclusion

Measuring an occlusion system that mostly works

Thirty-six recordings of a fixed sound source behind varying geometry, timed and compared against the expected attenuation. Two of eleven material types behave incorrectly, both of them glass.

2/11Materials wrong