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scotidevscotidev/GameDevStudio/.agents/skills/perf-profile/SKILL.md

perf-profile

Skill1 starsChanged 8 months agoMITView on GitHub

Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.

19 other projects use a version of this, 11 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use soak-test, team-live-ops and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • lilangMaxSkill

    soak-test

    Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

    Also in 9 projects that use this

  • lilangMaxSkill

    team-live-ops

    Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

    Also in 9 projects that use this

  • +10 more from lilangMax

The file

We split this skill into the rules it gives an agent

5 rules. 1 is common, 3 are distinctive, and 1 is very specific to this project.

  • 1

    Common

    Most of the 18 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When this skill is invoked:

    line 9
  2. Distinctive:

    If a system name: focus profiling on that specific system

    line 12
  3. Very specific:

    If full: run a comprehensive profile across all systems

    line 13
  4. Common:

    Never optimize without measuring first — gut feelings about performance are unreliable

    line 96
  5. Distinctive:

    Consider worst-case scenarios (maximum entities, lowest spec hardware, worst network conditions)

    line 100

“Common” is measured: kept by at least 6 in 10 of the 18 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

When this skill is invoked:

  1. Determine scope from the argument:
    • If a system name: focus profiling on that specific system
    • If full: run a comprehensive profile across all systems
  2. Read performance budgets — Check for existing performance targets in design docs or AGENTS.md:
    • Target FPS (e.g., 60fps = 16.67ms frame budget)
    • Memory budget (total and per-system)
    • Load time targets
    • Draw call budgets
    • Network bandwidth limits (if multiplayer)
  3. Analyze the codebase for common performance issues:

    CPU Profiling Targets:

    • _process() / Update() / Tick() functions — list all and estimate cost
    • Nested loops over large collections
    • String operations in hot paths
    • Allocation patterns in per-frame code
    • Unoptimized search/sort over game entities
    • Expensive physics queries (raycasts, overlaps) every frame

    Memory Profiling Targets:

    • Large data structures and their growth patterns
    • Texture/asset memory footprint estimates
    • Object pool vs instantiate/destroy patterns
    • Leaked references (objects that should be freed but aren't)
    • Cache sizes and eviction policies

    Rendering Targets (if applicable):

    • Draw call estimates
    • Overdraw from overlapping transparent objects
    • Shader complexity
    • Unoptimized particle systems
    • Missing LODs or occlusion culling

    I/O Targets:

    • Save/load performance
    • Asset loading patterns (sync vs async)
    • Network message frequency and size
  4. Generate the profiling report:

    ## Performance Profile: [System or Full]
    
    Generated: [Date]
    
    ### Performance Budgets
    
    | Metric     | Budget    | Estimated Current | Status            |
    | ---------- | --------- | ----------------- | ----------------- |
    | Frame time | [16.67ms] | [estimate]        | [OK/WARNING/OVER] |
    | Memory     | [target]  | [estimate]        | [OK/WARNING/OVER] |
    | Load time  | [target]  | [estimate]        | [OK/WARNING/OVER] |
    | Draw calls | [target]  | [estimate]        | [OK/WARNING/OVER] |
    
    ### Hotspots Identified
    
    | #   | Location    | Issue         | Estimated Impact | Fix Effort |
    | --- | ----------- | ------------- | ---------------- | ---------- |
    | 1   | [file:line] | [description] | [High/Med/Low]   | [S/M/L]    |
    | 2   | [file:line] | [description] | [High/Med/Low]   | [S/M/L]    |
    
    ### Optimization Recommendations (Priority Order)
    
    1. **[Title]** — [Description of the optimization]
       - Location: [file:line]
       - Expected gain: [estimate]
       - Risk: [Low/Med/High]
       - Approach: [How to implement]
    
    ### Quick Wins (< 1 hour each)
    
    - [Simple optimization 1]
    - [Simple optimization 2]
    
    ### Requires Investigation
    
    - [Area that needs actual runtime profiling to determine impact]
  5. Output the report with a summary: top 3 hotspots, estimated headroom vs budget, and recommended next action.

Rules

  • Never optimize without measuring first — gut feelings about performance are unreliable
  • Recommendations must include estimated impact — "make it faster" is not actionable
  • Profile on target hardware, not just development machines
  • Distinguish between CPU-bound, GPU-bound, and I/O-bound bottlenecks
  • Consider worst-case scenarios (maximum entities, lowest spec hardware, worst network conditions)
  • Static analysis (this skill) identifies candidates; runtime profiling confirms

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