<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>帧预算 on PlumePHP</title><link>https://plumephp.com/tags/%E5%B8%A7%E9%A2%84%E7%AE%97/</link><description>Recent content in 帧预算 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Mon, 15 Jun 2026 16:08:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%B8%A7%E9%A2%84%E7%AE%97/index.xml" rel="self" type="application/rss+xml"/><item><title>Phaser 性能预算：60 帧不是口号，是每一帧怎么花钱</title><link>https://plumephp.com/phaser-performance-frame-budget-2026/</link><pubDate>Mon, 15 Jun 2026 16:08:00 +0800</pubDate><guid>https://plumephp.com/phaser-performance-frame-budget-2026/</guid><description>&lt;h2 id="从一个真实问题开始"&gt;从一个真实问题开始&lt;/h2&gt;
&lt;p&gt;测试机上 60 帧，线上用户反馈卡。这个场景太常见了：开发机 Chrome 很顺，低端安卓 WebView 里一开技能雨就掉到 25 帧。性能问题不是上线前压一遍 profiler 就能解决，它需要从玩法设计阶段就有预算。&lt;/p&gt;</description></item></channel></rss>