Ever wondered what it is to let an AI agent do the profiling for you?
Let's find out.
You hit Ctrl+7, record a capture, open the Profiler Timeline, and… your frame time graph still looks like a heart attack.
And the worst part? You can spend hours staring at bars and charts and still end up fixing symptoms instead of root causes. Meanwhile you are trying to hit 60 FPS, or 120 FPS, and your budgets do not care about your feelings.
Look: this month is about using AI as a tool, not a religion. I will show you the 80/20 workflow we use in our consulting practice to get an objective second set of eyes on your profiling data. Not to replace you, but to help you spot what you would otherwise miss, faster.
For your dev team: do one clean capture first. Define your target frame budget, then record a short gameplay slice in a real build, and start in Timeline view like you always do. Then you will see how coding agents can help you turn that messy capture into a clear list of root causes to attack.
CEO/Producer translation: unstable frame time is a retention leak. If your game stutters, players bounce, reviews tank, and UA gets more expensive.
If you are done doomscrolling profiler bars and want a repeatable way to find the real bottlenecks, unlock the full module and follow the exact workflow.
