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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/engineering-common/performance-budgeting/SKILL.md

performance-budgeting

Skill105 starsChanged 8 months agoMITView on GitHub

Set and manage frame, load, memory, streaming, or bandwidth budgets before performance debt becomes structural.

1 other project uses a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    every budget has an owner and a repeatable measurement method

    line 39
  2. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 60
  3. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 61

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Performance Budgeting

Purpose

Set and manage frame, load, memory, streaming, or bandwidth budgets before performance debt becomes structural.

Use When

  • target hardware is defined
  • performance problems are emerging
  • content scale is increasing

Inputs

  • target platforms
  • feature set
  • technical architecture
  • content assumptions

Process

  1. set budgets by platform and major runtime mode
  2. allocate budget ownership by system or content class
  3. choose representative benchmark scenarios
  4. review regressions at milestone checkpoints
  5. link descopes or optimization work to measured overages

Outputs

  • budget sheet
  • owner-by-budget map
  • benchmark scenarios
  • regression review cadence

Quality Bar

  • budgets are set per system (frame time, memory, draw calls, asset sizes) against the weakest target device
  • every budget has an owner and a repeatable measurement method
  • regressions are caught by measurement at integration time, not discovered in QA
  • budget exceptions are negotiated and recorded, not silently absorbed

Common Failure Modes

  • budgets defined as totals with no per-system allocation, so no one owns overruns
  • profiling only on developer hardware, missing the real target floor
  • performance treated as a polish-phase task instead of a standing budget
  • one-off optimizations that decay because no measurement guards them

Related Agents

  • performance-reviewer
  • producer
  • technical-artist

Related Commands

  • perf-budget
  • verify
  • release-check

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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