Is that a 'every tick' log ?
Yes, you don't really need to specify "Every Tick condition" to run things every tick.
Most likely cause is inconsistent garbage collection.
On the other hand worrying about minor values won't help with fps.
It's almost always cpu bottleneck that can only be corrected in logic.
Also don't forget the debugger drags the system.
You are talking about improving performance (yes, it is good), but now I'm talking about how dynamically I can relay on performance to change behaviors of heavy things.
"On the other hand worrying about minor values won't help with fps."
I know what I'm doing.
For example I'm talking about turning on/off BLUR effect of a sprites, it is good to have, but I don't want it to lower FPS lower than 45 fps.
And blur is very heavy because it makes about 9 image pixel sampling a tick.
So I want to dynamically turn it off an on, but if it depends on FPS it will happen about once a second, and if I will relay on Delta Time it will flicker even on FPS 59.
"Also don't forget the debugger drags the system."
I know, and because off the fact that constuct debugger drags the system, I created in game debugger that shows the frame rate and other values that matter to me.