A consolidated lookup of performance budgets, system targets, and technical constraints used in production planning.
Frame Rate Targets
| Platform Type | Target FPS |
|---|
| Cinematic | 24 — 30 |
| Console standard | 30 — 60 |
| Competitive | 60 — 120 |
| High refresh | 120 — 240 |
Frame Time Budgets
| FPS | Frame Time |
|---|
| 30 FPS | 33.3 ms |
| 60 FPS | 16.7 ms |
| 120 FPS | 8.3 ms |
| 144 FPS | 6.9 ms |
Tick Rate Benchmarks
| Game Type | Tick Rate |
|---|
| Casual multiplayer | 20 — 30 Hz |
| Standard multiplayer | 30 — 60 Hz |
| Competitive FPS | 60 — 128 Hz |
Memory Budget Allocation
| Asset Type | Budget % |
|---|
| Textures | 40 — 50% |
| Audio | 10 — 20% |
| Meshes | 15 — 20% |
| Animation | 5 — 10% |
| Systems / overhead | 10 — 15% |
Texture Resolution Guide
| Asset Importance | Resolution |
|---|
| Hero asset | 2K — 4K |
| Standard asset | 1K — 2K |
| Background | 512 — 1K |
| Distant | 256 — 512 |
LOD Distance Benchmarks
| Object Type | Switch Distance |
|---|
| Characters | 10 — 30 m |
| Vehicles | 30 — 80 m |
| Buildings | 50 — 200 m |
| Terrain props | 20 — 100 m |
Network Latency Tolerance
| Game Type | Acceptable Latency |
|---|
| Competitive FPS | <50 ms |
| Action multiplayer | <100 ms |
| Casual multiplayer | <200 ms |
| Turn based | <500 ms |
Loading Time Targets
| Platform | Target |
|---|
| Modern console / PC | <10 sec |
| Mobile | <5 sec |
| Scene transitions | <3 sec |
Draw Call Targets
| Platform | Recommended Max |
|---|
| Mobile | 100 — 500 |
| Console | 1000 — 3000 |
| High-end PC | 3000 — 5000 |
Save System Frequency
| Game Type | Save Interval |
|---|
| Action | Checkpoints |
| RPG | 5 — 15 min |
| Open world | Auto-save events |
| Multiplayer | State sync |
Performance Heuristics
- Stable frame pacing is more important than peak FPS
- Avoid memory spikes >10% frame to frame
- Streaming reduces load times
- Maintain CPU/GPU balance
- Optimize worst-case scenarios