Performance
Measure latency and stability on the target installation, not just average FPS.
Measurements
Record loading time, frame-duration distribution, memory, long tasks and impact response. Separate controller, transport, game-processing and display latency. This documentation defines no universally verified FPS or millisecond limit for every game; acceptance establishes the budget.
Processing
Do not block the event loop or main thread with heavy impact processing. Do not send unchanged scores every frame. Bound logs and queues and preload required assets. Watch for leaks across repeated sessions.
Edge cases
Test prolonged operation, pause, focus loss, frame degradation and closing during loading. Browser timers and audio lifecycle depend on the runtime profile; Unity Editor profiling does not replace Linux Player profiling. Rendering optimizations must not break heartbeat or stop handling.