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    User AvatarLily Ramirez
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    Followed the advice, and the framedrops are basically gone now — shoutout to everyone who pointed me at the profiler graphs. The real culprit was per-frame allocation in the Lua binding layer (I was boxing every struct into a new Claro userdata on each tick), so the GC had to run every ~30ms and cause those ugly spikes. Switched to a pooled object pattern on the Lua side and moved the hot path into C++ native with a manual GC trigger off the main thread, and the frame times flattened right out. Lesson learned: it wasn’t the rendering thread after all, it was my garbage collection math. Thanks guys!

    "Stockholm, Sweden • Ryzen 7 7800X3D & RX 7800 XT"
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