The Game Designer Reference Library – Technical Benchmarks — Reference Tables

A consolidated lookup of performance budgets, system targets, and technical constraints used in production planning.


Frame Rate Targets

Platform TypeTarget FPS
Cinematic24 — 30
Console standard30 — 60
Competitive60 — 120
High refresh120 — 240

Frame Time Budgets

FPSFrame Time
30 FPS33.3 ms
60 FPS16.7 ms
120 FPS8.3 ms
144 FPS6.9 ms

Tick Rate Benchmarks

Game TypeTick Rate
Casual multiplayer20 — 30 Hz
Standard multiplayer30 — 60 Hz
Competitive FPS60 — 128 Hz

Memory Budget Allocation

Asset TypeBudget %
Textures40 — 50%
Audio10 — 20%
Meshes15 — 20%
Animation5 — 10%
Systems / overhead10 — 15%

Texture Resolution Guide

Asset ImportanceResolution
Hero asset2K — 4K
Standard asset1K — 2K
Background512 — 1K
Distant256 — 512

LOD Distance Benchmarks

Object TypeSwitch Distance
Characters10 — 30 m
Vehicles30 — 80 m
Buildings50 — 200 m
Terrain props20 — 100 m

Network Latency Tolerance

Game TypeAcceptable Latency
Competitive FPS<50 ms
Action multiplayer<100 ms
Casual multiplayer<200 ms
Turn based<500 ms

Loading Time Targets

PlatformTarget
Modern console / PC<10 sec
Mobile<5 sec
Scene transitions<3 sec

Draw Call Targets

PlatformRecommended Max
Mobile100 — 500
Console1000 — 3000
High-end PC3000 — 5000

Save System Frequency

Game TypeSave Interval
ActionCheckpoints
RPG5 — 15 min
Open worldAuto-save events
MultiplayerState 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
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