Automated frame budget testing for Unreal Engine 5. Record baselines, detect regressions in CI, and get rich HTML reports — all without leaving your pipeline.
From scenario authoring to CI gating — PerfGuard covers the full performance regression workflow.
Define test scenarios as UE Data Assets. Link maps, camera paths via Level Sequences, and configure per-scenario warmup, stat selection, and capture duration — all in the editor.
Record baselines from known-good builds, store as JSON, compare on every PR. Per-platform, per-scenario baselines with export/import for version control.
Self-contained reports with trend charts, frame time histograms, hitch analysis, executive summaries, and dark mode. Works offline — no external services.
Drop-in configs for GitHub Actions, Jenkins, GitLab CI, and BuildGraph. PR comment bots, exit codes for gating, and JSON output for dashboards.
Automatic detection of frame spikes with severity classification (mild/moderate/severe), bottleneck attribution (GPU/CPU/RT), and cluster drill-down.
IQR outlier trimming, percentile aggregation (P50/P95/P99), confidence intervals, coefficient of variation detection, and thermal throttle identification.
Get alerted on regressions via Slack, Microsoft Teams, or generic JSON webhooks. Conditional posting — only fires when something regresses.
Built-in 30fps, 60fps, and VR 90fps budget presets with automatic threshold configuration. One flag to enforce your target frame rate.
Headless test execution via UE's Gauntlet framework. Full state machine lifecycle (Init → LoadMap → Warmup → Capture → Finish) with timeout protection.
RHI-level GPU timings via UE Insights traces. Per-pass GPU breakdown charts, draw call detail tables, and an "Open in Insights" launcher for deep investigation.
Automated PR/MR comments with formatted stat tables showing exactly what changed. GitHub Actions and GitLab CI configs included — reviewers see perf impact at a glance.
Set up automated performance testing in under 10 minutes.
Create Performance Scenario assets in the Content Browser. Assign a map, a Level Sequence camera path, and pick which stats to track.
Record a baseline from a known-good build. On every commit, compare new captures against it. Regressions fail the build automatically.
Get a rich HTML report with trend charts, hitch analysis, and an executive summary. Share with your team or archive as a CI artifact.
This is an actual PerfGuard report generated from Unreal Engine profiling data. Explore it interactively below.
Every feature designed for real-world game development workflows.
Track the metrics that matter most to your project:
Each stat supports configurable aggregation: Average, Median (P50), P95, P99, or Maximum.
All configs include: structured JSON output, exit code gating (0=pass, 1=regression, 2=error), artifact upload, and report publishing.
-RenderOffScreen (GPU stats remain valid)suite.json filebCaptureTrace property or globally via --no-trace CLI flagperfguard history show --stat FrameTimeDrop-in configuration files for every major CI system. Auto-detection handles the rest.
Step-by-step guides to get you from zero to automated performance testing.
Install the plugin, create your first scenario, record a baseline, and run a comparison — all in under 10 minutes.
Start Tutorial →Create Level Sequence camera paths, configure stat tracking, set warmup frames, and organize scenarios with tags.
Start Tutorial →Record, compare, export, and import baselines. Learn per-platform baseline strategies and threshold tuning for your project.
Start Tutorial →Configure PerfGuard in GitHub Actions, Jenkins, or GitLab CI. Set up PR gating, artifact archival, and Slack notifications.
Start Tutorial →Understand every section of the HTML report: executive summary, stat tables, trend charts, hitch analysis, and diagnostics.
Start Tutorial →Use auto-threshold recommendations, multi-run confidence intervals, and CoV detection to eliminate false positives and catch real regressions.
Start Tutorial →When PerfGuard flags a GPU regression, here’s how to find it: draw calls, overdraw, Lumen, VSM, Nanite, shader complexity, and RHI stalls.
Start Tutorial →Game thread vs render thread, tick budgets, Blueprint overhead, physics, AI, GC spikes, and a systematic investigation workflow.
Start Tutorial →Hardware isolation, thermal management, scenario design, threshold tuning philosophy, CI architecture, and lessons from shipping titles.
Start Tutorial →Pay once, use forever. No subscriptions, no per-seat fees, no online requirements.
Complete plugin with all features, CLI tools, CI configs, and documentation.