Performance Heatmaps
Performance heatmaps are a core Framedash feature that overlays performance data on your game maps.
Overview
Section titled “Overview”Performance samples collected by the SDK include position information (world coordinates). Heatmaps plot this data on a map image, visualized with a color gradient.
Available Metrics
Section titled “Available Metrics”- FPS: Frame rate distribution. Red areas indicate low performance
- Frame Time: Processing time per frame
- GPU Time: Identify rendering bottlenecks
- Memory Usage: Discover memory leaks
Filtering
Section titled “Filtering”The controls on the map detail page narrow the view by the following criteria:
- Metric: FPS, frame time, GPU time, or memory (performance mode); in events mode you filter by event name
- Cell Size: The size of the aggregation grid (5m / 10m / 25m / 50m)
- Date Range: The last 1 / 7 / 14 / 30 days
- Build: Select one build to view (you cannot display multiple builds at once)
- Platform: windows, android, and so on
- Color Mode: Switch between relative and threshold coloring
- Z-axis (height): A slicer that limits the height range
When the performance data includes resolution, GPU, storage, or build-config attributes, you can also narrow by those dimensions. Threshold profiles let you switch the pass/fail thresholds per attribute.
Comparing Builds
Section titled “Comparing Builds”The heatmap itself shows a single build. To compare two builds, use the Regression page. It selects a baseline and a candidate build and compares metrics such as FPS and frame time in a numeric table. It is not a side-by-side view of two heatmaps.
In-editor cloud heatmap
Section titled “In-editor cloud heatmap”UE5 SDK 0.1.7 and later add a Framedash Heatmap tab (from the FramedashEditor module) that fetches cloud-aggregated heatmaps directly inside the editor. In 0.1.13 and later, enable Show > Framedash Heatmap per level viewport outside Play-in-Editor (PIE); the visualization suspends automatically during PIE and returns afterward. See the UE5 SDK guide for details.
Unity SDK 0.1.4 and later add an editor-only Framedash.Editor assembly that overlays cloud-aggregated heatmap cells in the SceneView as translucent quads. See the Unity SDK guide for details.
PNG Export
Section titled “PNG Export”The map detail page (Projects -> [project] -> Maps -> [map]) can export the current heatmap view as a PNG image. The image is rendered client-side, and the filename is derived from the map name and mode.
On the Free plan the export carries a small “Powered by Framedash” watermark in the bottom-right corner. Paid plans (Starter and above) export without any branding.
Map Images
Section titled “Map Images”Map images used as heatmap backgrounds can be registered in the following ways:
- Manual Upload: Upload images from the dashboard or via the API
- CI Auto-Capture: Auto-generate images with world-coordinate metadata from the build pipeline
Next Steps
Section titled “Next Steps”- CI Profiling: Automated performance testing
- API Reference: Managing map data