The frame-by-frame timeline, in order. When the window is longer
than 120 frames, each entry is the MAX of frameTimesBucketSize
consecutive frames (spikes are preserved).
Optional jsJS heap in use (Chromium only), to spot leaks across a long run.
The worst single frame (total).
Live instances per object at the time profiling stopped.
3D renderer counters (last rendered frame), when the game uses 3D.
The profiled window, in harness frame numbers (like eventLog).
The most expensive profiled frames, worst first.
A flat, JSON-safe profiling summary, also attached to the test result (
result.profiles). Sections are sorted by average time descending (nested sections flattened as "parent > child");maxTimeMsis the worst single frame of a section - spikes that averages hide.worstFramesand the timeline use the harness frame numbers: correlate a spike with theeventLogframes.