# Dealing with "catastrpohic" fps crashes..?

**URL:** <https://phaser.discourse.group/t/dealing-with-catastrpohic-fps-crashes/9999>\
**Category:** Phaser 3\
**Created:** [July 23, 2021, 8:56am UTC](https://phaser.discourse.group/t/dealing-with-catastrpohic-fps-crashes/9999 "2021-07-23T08:56:53Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![kittykatattack](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/kittykatattack/32/3888_2.png) [@kittykatattack](https://phaser.discourse.group/u/kittykatattack)\
**Post date:** [July 23, 2021, 8:56am UTC](https://phaser.discourse.group/t/dealing-with-catastrpohic-fps-crashes/9999/1 "2021-07-23T08:56:53Z")

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Hey Everyone,

Just wondering if anyone has any good techniques for managing “catastrophic” fps crashes? Usually my game works fine in most cases on most hardware, but sometimes it runs on an old machine, or the user has a million tabs and apps running in the background, and the game becomes unplayably slow and buggy.

I’m wondering - is there a reliable way to detect poor performance and then prevent the game from running if performance is below a certain threshold? I suppose I could monitor fps and then bring up a “Your device is too slow!” kind of screen, but I’m not sure how reliable this would be?

Any thoughts or ideas on possible strategies welcome! 🙂

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**Author:** ![samme](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/samme/32/5275_2.png) [@samme](https://phaser.discourse.group/u/samme)\
**Post date:** [July 23, 2021, 4:32pm UTC](https://phaser.discourse.group/t/dealing-with-catastrpohic-fps-crashes/9999/2 "2021-07-23T16:32:21Z")

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There is [this.game.loop.actualFps](https://newdocs.phaser.io/docs/3.55.2/Phaser.Core.TimeStep#actualFps).
