> For the complete documentation index, see [llms.txt](https://docs.allout.game/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.allout.game/going-all-out/improving-performance.md).

# Improving Performance

### Loading Performance

Game load times are primarily determined by the size of the assets in your project.

* Mipmaps (1/8 resolution versions of your textures) are included in the initial game payload
* Textures used by Sprite\_Renders with "Wait for Load" checked will block loading waiting for high resolution versions (should only be used for spawn areas)
* Other high resolution textures are streamed and loaded after join

{% hint style="warning" %}
We currently include mipmaps of every asset in your res directory even if you don't include it in the scene which can affect load performance if you have large unused assets.
{% endhint %}

### Client Performance

You can press **F3** at any time to open a client profiler. Check the "Capturing" checkbox to start recording and uncheck it to pause and review.

<figure><img src="https://3803321901-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FzA8RGUKJ88fD0oXVALlz%2Fuploads%2Fgit-blob-dd50599a97abf44ea6ecee7fef7d6efba62c6931%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

On gaming PCs we recommend targeting \~2ms total frame times. This will give you headroom for low end mobile devices which will typically be 4-6x slower.

### Network Performance

Basically: reduce the number of entities in your scene doing stuff. We'll add more guides here soon :D
