Assessing the Feasibility of Selective Instrumentation for Runtime Code Coverage in Large C++ Game Engines

Fuente: arXiv
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Main Authors: Gauk, Ian, Olewicki, Doriane, Romoff, Joshua, Bezemer, Cor-Paul
Format: Preprint
Published: 2026
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author Gauk, Ian
Olewicki, Doriane
Romoff, Joshua
Bezemer, Cor-Paul
author_facet Gauk, Ian
Olewicki, Doriane
Romoff, Joshua
Bezemer, Cor-Paul
contents Code coverage is a valuable guide for testing, but in AAA games the overhead of instrumentation conflicts with strict performance requirements and can destabilize automated tests. We propose and assess a selective instrumentation approach tailored to large game engines written in \texttt{C++}, which reduces the scope of instrumentation while preserving relevant coverage data to developer commits. Our framework integrates into an industrial game testing pipeline, enabling developers to receive immediate coverage feedback on tests run against their changes. The compilation overhead of our approach is minimal, allowing instrumentation of over 2,000 commits before doubling build time. In performance evaluations, even the worst-case scenario maintains frame rates above 50\% of the non-instrumented baseline. Across two production test suites maintained by our industry partner, our framework caused no automated test failures, avoiding the instability observed under full instrumentation. Our work shows that commit-level or build-level coverage of large \texttt{C++} game engines can be achieved with minimal overhead and without compromising test stability.
format Preprint
id arxiv_https___arxiv_org_abs_2601_16881
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Assessing the Feasibility of Selective Instrumentation for Runtime Code Coverage in Large C++ Game Engines
Gauk, Ian
Olewicki, Doriane
Romoff, Joshua
Bezemer, Cor-Paul
Software Engineering
Code coverage is a valuable guide for testing, but in AAA games the overhead of instrumentation conflicts with strict performance requirements and can destabilize automated tests. We propose and assess a selective instrumentation approach tailored to large game engines written in \texttt{C++}, which reduces the scope of instrumentation while preserving relevant coverage data to developer commits. Our framework integrates into an industrial game testing pipeline, enabling developers to receive immediate coverage feedback on tests run against their changes. The compilation overhead of our approach is minimal, allowing instrumentation of over 2,000 commits before doubling build time. In performance evaluations, even the worst-case scenario maintains frame rates above 50\% of the non-instrumented baseline. Across two production test suites maintained by our industry partner, our framework caused no automated test failures, avoiding the instability observed under full instrumentation. Our work shows that commit-level or build-level coverage of large \texttt{C++} game engines can be achieved with minimal overhead and without compromising test stability.
title Assessing the Feasibility of Selective Instrumentation for Runtime Code Coverage in Large C++ Game Engines
topic Software Engineering
url https://arxiv.org/abs/2601.16881