Fighting Game · Guides & deep dives

Client Performance Telemetry

A guides & deep dives document in the Fighting Game library.

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Phase 72.5.1.13 adds @v2/client-performance-telemetry, the client-side performance aggregation layer for FPS, frame-time histogram, GPU/CPU load, and memory usage per session.

ClientPerformanceTelemetryCollector buffers bounded samples and flushes a v2.client.performance.sampled event. createClientPerformanceTelemetryEvent emits avg_fps, min_fps, max_fps, p50_frame_time_ms, p95_frame_time_ms, p99_frame_time_ms, frame_time_histogram_json, avg_cpu_load_percent, avg_gpu_load_percent, avg_memory_used_mib, and peak_memory_used_mib.

createClientPerformanceTelemetryBatch wraps performance events in the normal V2 TelemetryEventBatch wire schema, so the existing SDK, ingestion endpoint, rate limiting, replay, and warehouse pipeline can process client performance samples without a separate metric channel.

Targeted verification:

bash
pnpm --filter @v2/client-performance-telemetry run typecheck
pnpm --filter @v2/client-performance-telemetry run test
python V2/ue/Tools/check-v2-client-performance-telemetry.py