agentleFS
poorvith-mppoorvith-mp/skills-gamedev/skills/game-performance/SKILL.md

game-performance

Skill4 starsChanged 3 months agoMITView on GitHub

Hit frame budget: draw calls, batching, GC spikes, LOD strategy and in-engine profiling. Use when profiling frame times, draw calls, GPU bottlenecks, or memory.

2 other projects use a version of this.

Adopted by

Most recently taken up by

The file

Files
SKILL.md

game-performance

Core Philosophy

Game performance optimization is not randomly running Unity's profiler the night before release and guessing which scripts to tweak. Real-time rendering is an unyielding mathematical budget. At 60 frames per second, the entire game engine—CPU game logic, AI pathfinding, physics simulation, audio processing, GPU vertex transformation, rasterization, and post-processing—has strictly 16.66 milliseconds to finish. At 120 FPS, that budget shrinks to 8.33 milliseconds. Hitting frame budgets requires identifying bottlenecks, managing garbage collection allocations, and optimizing draw calls.


4-Step Real-Time Performance & Profiling Architecture

Step 1: The Frame Budget Breakdown (16.66ms @ 60 FPS)

  1. The Dual-Engine Budget (CPU vs GPU):
    • CPU Budget (Target: $\le 10text{ms}$):
      • Game Logic & Scripts: $\le 4text{ms}$
      • Physics Simulation: $\le 3text{ms}$
      • Render Thread / Draw Call Preparation: $\le 3text{ms}$
    • GPU Budget (Target: $\le 14text{ms}$):
      • Shadow Maps & Geometry Passes: $\le 4text{ms}$
      • Shading & Lighting Passes: $\le 6text{ms}$
      • Post-Processing & UI: $\le 4text{ms}$
  2. Diagnose the Bottleneck First:
    • CPU-Bound: GPU utilization is $< 85%$; frame time drops when adding AI entities or physics objects.
    • GPU-Bound: GPU utilization is $99–100%$; frame time drops when increasing screen resolution, shadow quality, or particle density.

Step 2: CPU Optimization & Garbage Collection (GC) Defense

  1. Zero-Allocation in the Hot Loop:
    • In Unity / C#, executing new inside Update(), FixedUpdate(), or LateUpdate() allocates heap memory, triggering non-deterministic Garbage Collection spikes that cause visible micro-stutters.
    • Golden Rules:
      • Cache component references in Awake() or Start() (never call GetComponent() in Update).
      • Pre-allocate reusable collections (List<T>, arrays); use list.Clear() instead of new List<T>().
      • Implement Object Pooling for all ephemeral entities (bullets, particles, sound effects, damage numbers).

Step 3: GPU Optimization: Draw Calls, Batching & Overdraw

  1. Draw Call Consolidation:
    • Target: Maximum 500–1,000 draw calls per frame on mobile; 2,000–3,000 on PC/consoles.
    • Techniques:
      • Static Batching: Combine non-moving geometry sharing materials into single meshes.
      • GPU Instancing: Render 1,000 identical meshes (trees, grass, projectiles) in a single draw call.
      • Texture Atlasing: Combine multiple prop textures into a single 4K atlas to share a single material.
  2. Overdraw & Fill-Rate Defense:
    • Transparent particles (smoke, fire, fog) stacked on top of each other force the GPU to shade the same screen pixel 10 times.
    • Enable Occlusion Culling to prevent rendering objects hidden behind solid walls.

Step 4: Level of Detail (LOD) & Distance Culling

  1. The 3-Tier LOD Ramp:
    • LOD 0 (0–15m): 100% mesh triangles (Hero detail).
    • LOD 1 (15–40m): 40% mesh triangles (Simplified bevels, removed micro-props).
    • LOD 2 (> 40m): 10% mesh triangles (Basic silhouette).
    • Billboard / Impostor (> 100m): 2D flat quad facing camera.

Deliverable Format: Performance Budget & Profiling Report (PERFORMANCE-BUDGET.md)

# Real-Time Game Performance Budget & Profiling Audit: [Scene Name]
*Target Hardware: Steam Deck / Mid-Spec PC (GTX 1660 / Ryzen 5) | Target: 60 FPS (16.6ms)*

## 1. Frame Time Budget Allocation
| Subsystem | Budget (ms) | Actual Measured (ms) | Status | Primary Culprit |
|---|---|---|---|---|
| CPU Game Logic | 4.0ms | 3.2ms | **Pass** | Clean cached lookups |
| CPU Physics | 3.0ms | 4.8ms | **FAIL** | 200 unbatched rigidbodies colliding |
| CPU Render Thread | 3.0ms | 2.4ms | **Pass** | 820 draw calls |
| GPU Base Pass | 6.0ms | 5.1ms | **Pass** | PBR materials |
| GPU Translucency / FX | 3.0ms | 6.4ms | **FAIL** | Particle overdraw on explosions |
| **Total Frame Time** | **16.6ms** | **21.9ms (45 FPS)**| **FAIL** | Physics + Particle Overdraw |

## 2. Identified Performance Bottlenecks & Fixes
1. **Physics Stutter**: 200 physics debris parts were querying continuous mesh colliders.
   - *Fix*: Switched debris to simple sphere colliders; set kinematic sleep threshold to 0.2s.
2. **Explosion Overdraw**: Smoke particle system spawned 400 overlapping transparent quads.
   - *Fix*: Reduced particle count to 40; used customized cut-out mesh particles to eliminate transparent fill-rate waste.

## 3. Post-Optimization Verification
- **New Total Frame Time**: **13.8ms (72 FPS stable)**. Zero GC allocation in hot loops.

Worked Example: Eliminating Garbage Collection Spikes in Unity

  • Symptom: Game suffered a 60ms freeze every 8 seconds during heavy combat.
  • Profiler Trace: Identified that spawning bullet impacts allocated 45KB of heap per frame, triggering Unity's garbage collector.
  • Remediation: Implemented a generic pre-allocated ObjectPool<T> storing 100 reusable bullet impacts.
  • Outcome: GC allocations dropped to 0 B per frame in combat; frame rate locked at a solid 60 FPS.

Verification Checklist

  • Total frame time stays under 16.66ms (60 FPS) or 8.33ms (120 FPS) on target baseline hardware.
  • Hot loop methods (Update(), FixedUpdate()) generate strictly 0 B of GC allocation.
  • Total draw calls stay within platform limits (<= 1,000 mobile / <= 3,000 PC).
  • Object pooling implemented for all high-frequency entities (projectiles, particles).
  • Level of Detail (LOD) and Occlusion Culling configured and verified.

Anti-Patterns

  • Optimizing in the Dark: Guessing what is slow without running a frame profiler (Unity Profiler, Unreal Insights, RenderDoc).
  • GetComponent() in Update(): Calling expensive scene hierarchy searches 60 times per second per entity.
  • Uncontrolled Alpha Blending: Spawning 1,000 giant transparent smoke particles covering the entire screen.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.