Nothing is filmed yet. The plan: one problem, one fix, one number, every time.
Eight checks across meshes, textures, lights and project settings. Whole project, one level, or a path you choose.
Not "this is heavy". Actual cost in milliseconds or megabytes, weighed against the platform you are shipping to.
Applies the change, keeps a manifest so you can revert it, then benchmarks before and after so you can show the difference.
Automatic optimisers reduce your meshes but never tell you which ones mattered. Profilers show a wall of numbers but not which asset caused them. Framegain is the part in between.
PROFILER PANEL NEXT TO A FRAMEGAIN REPORT, SIDE BY SIDE · 1600×1000
SCAN RUNNING, THEN A FIX APPLIED · 1920×1200 · 12-18 S LOOP
Export a report and hand it to your lead, your publisher or your client. It includes exactly what you saw, including the part that says what was not checked.
We’re building Framegain Hub, an app that opens .framegain reports. It’s coming later.
SHARING A .FRAMEGAIN REPORT · 1600×1000 · 8-12 S LOOP
If a scan says something you don't believe, that is exactly what the server is for. Post the finding, ask what a specific check actually does, or see what we are building before it ships.
A REPORT SHARED AND DISCUSSED IN #SHOW-YOUR-SCAN · 1600×1000