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chrisgliddonchrisgliddon/bevy-skills/skills/bevy-diagnostics-profiling/SKILL.md

bevy-diagnostics-profiling

Skill29 starsChanged 11 days agoMITView on GitHub

Use when profiling Bevy 0.20 with `DiagnosticPath`, `DiagnosticsStore`, `info_span!`, `RenderDiagnosticsPlugin`, or the `RenderDebugOverlay`: custom metrics, CPU/GPU pass timings, queue/task/upload telemetry, stale-result counts, and native, Steam Deck, or WebGPU budgets.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use all three, but do not treat any one of them as proof of a bottleneck.

    line 23
  2. Very specific:

    Add RenderDiagnosticsPlugin from bevy::render::diagnostic.

    line 82
  3. Distinctive:

    Avoid high-cardinality span names and per-element spans.

    line 107
  4. Very specific:

    Every number has a type (gauge/counter/histogram), unit, scope, and sampling rule.

    line 139

≈ “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

Bevy 0.20 — diagnostics and profiling

When to use this skill

  • A frame, render pass, worker pipeline, or upload path needs causal evidence.
  • A queue/task system needs stable gauges, counters, latency, and high-water marks.
  • Performance claims must pass native, Steam Deck, or browser acceptance budgets.
  • Render GPU diagnostics are absent or disagree with CPU traces.

Diagnostics answer “what is happening over time?” Tracing answers “where did this execution spend time?” Render diagnostics expose pass-level renderer measurements. Use all three, but do not treat any one of them as proof of a bottleneck.

Canonical pattern

use bevy::{
    diagnostic::{
        Diagnostic, DiagnosticPath, Diagnostics, RegisterDiagnostic,
    },
    prelude::*,
};

const REMESH_QUEUE_DEPTH: DiagnosticPath =
    DiagnosticPath::const_new("voxel/remesh_queue_depth");

#[derive(Resource, Default)]
struct RemeshQueue {
    valid_jobs: usize,
}

struct VoxelDiagnosticsPlugin;

impl Plugin for VoxelDiagnosticsPlugin {
    fn build(&self, app: &mut App) {
        app.init_resource::<RemeshQueue>()
            .register_diagnostic(
                Diagnostic::new(REMESH_QUEUE_DEPTH).with_suffix(" sections"),
            )
            .add_systems(Update, record_voxel_diagnostics);
    }
}

fn record_voxel_diagnostics(
    queue: Res<RemeshQueue>,
    mut diagnostics: Diagnostics,
) {
    diagnostics.add_measurement(&REMESH_QUEUE_DEPTH, || queue.valid_jobs as f64);
}

Paths are an API: use namespaced, stable names with explicit units in suffixes or documentation. Register before recording. DiagnosticsStore provides latest and historical/smoothed values for displays and exporters. Measurements are deferred telemetry, not a same-system synchronisation mechanism.

Built-in plugins

  • FrameTimeDiagnosticsPlugin: FPS, frame time, and frame count.
  • EntityCountDiagnosticsPlugin: live entity count.
  • SystemInformationDiagnosticsPlugin: process/system CPU and memory on supported native targets. It is unavailable/no-op for WASM, iOS, and dynamic-link builds.
  • LogDiagnosticsPlugin: development output; filter paths and cadence to avoid noise.
  • RenderDiagnosticsPlugin: CPU/GPU time per recorded render span and pipeline statistics where the backend supports them.
  • RenderDebugOverlayPlugin (0.20): on-screen render debug overlay, in DefaultPlugins under the dev feature (bevy_dev_tools + render_dev_tools). Off until RenderDebugOverlayKeybindings { enable_keybindings: true, .. } is inserted; F1 cycles mode, F2 cycles opacity.

Add RenderDiagnosticsPlugin from bevy::render::diagnostic. It creates dynamic paths shaped like render/<span>/elapsed_cpu and, when supported, render/<span>/elapsed_gpu plus invocation/primitive statistics.

Tracing for causality

Enable a backend in an optimised build:

cargo run --release --features bevy/trace_tracy
cargo run --release --features bevy/trace_chrome

trace_tracy_memory adds allocation tracking with extra overhead. Add coarse spans around work whose cause matters:

use bevy::prelude::*;

fn rebuild_visible_sections() {
    let _span = info_span!("rebuild_visible_sections").entered();
    // measured work
}

Avoid high-cardinality span names and per-element spans. Record section/entity IDs as fields only during targeted captures. Keep a low-overhead diagnostic gauge/counter for continuous observability and switch on detailed traces for investigation.

Gotchas and platform truth

  • 0.19→0.20: Render, RenderGraph, and Core3d sets order with chain_weak. A diagnostic-recording render system that relied on an earlier set finishing via a channel or atomic needs an explicit .after(system).
  • tracing is not a direct dependency: write bevy::log::tracing::field::Empty.
  • Stale output imports RenderDebugOverlayPlugin without the dev feature; the bevy::dev_tools module does not exist without bevy_dev_tools.

Bevy 0.20 render timestamp queries and pipeline statistics are supported on Vulkan and DX12. Metal, WebGPU, and WebGL2 expose CPU render timings only through RenderDiagnosticsPlugin. Missing elapsed_gpu is an unsupported measurement, not zero GPU cost. Use vendor/platform GPU profilers where available; RenderDoc is a graphics debugger, not a performance profiler.

Profile the shipping renderer, resolution, power mode, content, and build profile. Desktop results do not establish Steam Deck or browser budgets.

Choose the relevant deep dive

ProblemRead
Metric types, stable paths, diagnostics store, tracing spansDiagnostics and tracing
Render diagnostics, backend limitations, CPU/GPU tool choiceRender and platform profiling
Acceptance thresholds, replay design, queue/task/upload telemetryBudgets and telemetry

Review checklist

  • Every number has a type (gauge/counter/histogram), unit, scope, and sampling rule.
  • Queue depth excludes obsolete heap entries; latency timestamps use one clock.
  • Spans cover queue wait, worker compute, main-thread apply, and render/upload costs.
  • Captures are release-like, repeatable, warm, and made on each claimed target.
  • Reports include percentiles and worst sustained intervals, not averages alone.
  • Unsupported GPU values remain absent and are never converted to zero.
  • Instrumentation overhead is measured and disabled/reduced in normal shipping runs.

See also

  • bevy-voxel-runtime — concrete queue, stale-result, and upload metrics.
  • bevy-rendering — renderer architecture and custom render systems.
  • bevy-testing — deterministic benchmark replays and visual captures.
  • bevy-migration-0-19-to-0-20 — weak ordering and render-world renames.
  • Bevy diagnostics
  • Bevy render diagnostics
  • Bevy 0.20 profiling guide

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