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jammyfujammyfu/open-game-skills/skills/disciplines/performance-budget/SKILL.md

performance-budget

Skill12 starsChanged 23 days agoMITView on GitHub

Use when a project needs explicit frame-time, memory, latency, loading, or frame-pacing targets per platform before optimization decisions can be judged.

4 other projects use a version of this.

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We split this skill into the rules it gives an agent

1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 3 edited versions we read keep these.

  • 1

    Distinctive

    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:

    Do not hardcode one simulation rate for every project.

    line 12

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “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 budget

This skill owns targets and measurement contracts. performance-optimization owns diagnosis and changes used to meet them.

Budget columns

Do not hardcode one simulation rate for every project. Publish the actual project clocks and presentation targets.

Example modePresentation targetSimulation contract
stable-6060 Hz targetproject-selected fixed/variable simulation documented separately
stable-3030 Hz targetsimulation rate remains an explicit project decision
unlocked-flooruncapped/VRR with floorsimulation contract unchanged by display refresh
multi-profileper-device quality profilessame gameplay rules; clocks listed explicitly

Metrics

A useful budget includes more than average FPS:

  • CPU main-thread and worker critical-path time;
  • GPU frame time at a named resolution/settings profile;
  • frame-time p50 / p95 / p99 (or published percentile set) and worst hitches;
  • frame pacing / missed-present rate;
  • input-to-visible-response latency when feel is latency-sensitive;
  • allocation/GC stalls, memory resident peak and memory trend;
  • streaming/IO latency and loading hitches.

CPU and GPU work may overlap, so do not add independent CPU/GPU numbers as if they were automatically serial. Name the critical path and presentation cadence.

A fixed gameplay tick can preserve logical timing while 30 Hz and 60 Hz rendering still differ in presentation latency, visual sampling and frame pacing. Do not claim identical feel solely because logical state is identical.

Measurement contract

Pin device, build configuration, scene/route, resolution, quality settings, backend/API, capture duration and warm-up. Report percentiles and sample count/window. Compare like with like; a one-scene gain is not a global budget result.

Record focus/visibility state with each capture. Frame-time evidence taken while the window, tab or app is backgrounded, minimized, occluded or otherwise throttled is invalid. When feel depends on presentation density, include a burst of simultaneous effects and voices in the representative route, and report first-use costs (decode, synthesis, cache fill) as hitches rather than averaging them away.

Acceptance

Run the representative route on every shipping performance profile. Confirm published percentile/frame-pacing/latency/memory targets and record the specific failing bucket when a target misses. Logic outcomes may remain deterministic across render profiles, but presentation latency differences are reported rather than hidden. Unmeasured platforms remain not-run.

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