Limits, units and terminology

Game publishing

Limit Current source value
Build ZIP upload 512MiB
Extracted archive 1GiB
ZIP entries 5,000
Store cover image 2MiB
Game tagline 140 characters
Store-page Markdown 20,000 characters
Tags At most 5; each 1–24 characters
Profile name/display name 1–60 characters
Developer bio At most 500 characters

The archive rejects path traversal, absolute/backslash paths and missing root entry points. The CLI directory packer also rejects common native binary files and symlinks. A prebuilt ZIP still needs server validation.

Store-page media

Media Formats Minimum File-size limit
Banner PNG, JPEG, WebP 960×300 and 2:1 or wider 4 MiB
Cover PNG, JPEG, WebP 460×215 2 MiB
Screenshots PNG, JPEG, WebP; up to 8 640×360 4 MiB each
Trailer MP4, WebM — 30 MiB

Formats are checked by file content, not by name. SVG and GIF are rejected. One store-page media upload has a 30 MiB combined media budget. See the full store-page guide for dimensions and page limits.

Browser capture

TTL: 1–300 seconds. Frames: 32,768 retained. Series and memory events: 300 each. Observer intervals: 512. Optional function samples: 10,000 at 10–1000ms interval. Heap/document measurement: at most every 30 seconds, one request at a time.

.vpt: 50MiB file and 1MiB per record. Direct Claude summary: 24,000 UTF-8 bytes; response: 256KiB; timeout: 15 seconds. These are implementation bounds, not a promise of identical memory usage or overhead on every device.

Native capture

The new dashboard viewer/capture session has a 300s default/maximum TTL, at most 300 live buckets, a 200MiB automatic-dump storage cap, and import limits of 50MiB, 1MiB per record and 150,000 records. Flamegraph display caps at 4096 nodes/64 levels. Native Claude calls use a 24KB summary, 256KiB response cap and 20s timeout.

Current proof: TTL default 30 seconds, maximum 300; one bounded per-CPU hit map and 1Hz reads. Planned profiler: TTL default 300, Lite 49Hz sampling, Full 99Hz, 4MiB ring buffer and 50MiB dump. Planned overhead targets are not measurements.

Terms

  • Frame time: interval between observed frame markers/rAF callbacks, in ms.
  • FPS: inverse frame duration or aggregate frames/elapsed time for the stated window.
  • 1%/0.1% low: inverse mean duration of the slowest fraction of retained frames.
  • Main-thread busy: browser observer occupancy lower bound, not process CPU percent.
  • RSS/PSS: native resident/proportional resident memory; not available from this browser collector.
  • Wasm linear memory: allocated buffer size; logical allocation usage can be lower.
  • Grow observation: sampled size increase; browser data may combine several actual grows.
  • Self samples: samples attributed to a leaf function; not a reconstructed total-call tree.
  • Dropped/overwritten: records no longer retained because a bounded buffer rolled over.
  • MiB/GiB: binary units, 1MiB = 1,048,576 bytes. Trace memory fields contain bytes.
  • Game version: published content version, distinct from CLI or profiler version.
  • Source preview: implemented in an audited checkout, not necessarily published or deployed.

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