Focused reference · Unreal Engine 5.8

Capture contract

unreal-insights-profiling/references/capture-contract.md

Record this metadata before interpreting a trace:

FieldRequired value
Targetplatform, device model/CPU/GPU/RAM, driver/OS
Buildchangelist/commit, Development/Test/Shipping, packaged/editor
Displayoutput resolution, screen percentage/dynamic resolution, refresh/VSync
Qualitydevice profile, scalability groups, ray tracing/upscaler path
Workloadmap, save/state, camera path, player/AI/effect counts, duration
Budgetframe ms and percentile/hitch threshold; memory/load/net budget if relevant
Capturecommand line, channels, warm-up, marked start/end, trace filename

Frame budgets before platform overhead or safety margin:

TargetFrame time
30 fps33.33 ms
60 fps16.67 ms
90 fps11.11 ms
120 fps8.33 ms

Use a repeatable traversal or automated scenario. Warm shader/asset caches only when measuring steady state; preserve a cold-start run when first-use hitch or loading is the question. Record both if players experience both.

Reject comparisons that changed more than the intended variable, ran different content paths, used different thermal/power states, or silently changed resolution/scalability.