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ukanwatukanwat/overtime/.claude/skills/performance-optimization/SKILL.md

performance-optimization

Skill399 starsChanged 3 months agoMITView on GitHub

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".

125 other projects use a version of this, 1 of them edited.

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Projects with it also use constraint-driven-development, git-workflow-and-versioning and 9 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.
  • MrCipherSmithSkill

    constraint-driven-development

    Use when a project needs a persistent, measurable quality bar — starting a project without documented standards, 'set up constraints', or when coverage/perf/a11y thresholds get re-debated per-PR. Produces CONSTRAINTS.md with enforceable numbers, ratchets, and a guard against silent weakening. NOT for throwaway prototypes or a one-off CI setup.

    Also in 15 projects that use this

  • LLl0k0laDSkill

    git-workflow-and-versioning

    Use when making any code change. Use when committing, branching, resolving conflicts, or when you need to organize work across multiple parallel streams.

    Also in 42 projects that use this

  • LLl0k0laDSkill

    using-agent-skills

    Use when starting a session or when you need to discover which skill applies to the current task. This is the meta-skill that governs how all other skills are discovered and invoked.

    Also in 33 projects that use this

  • HK-hubSkill

    deprecation-and-migration

    Manages deprecation and migration. Use when removing old systems, APIs, or features. Use when migrating users from one implementation to another. Use when deciding whether to maintain or sunset existing code.

    Also in 39 projects that use this

  • HK-hubSkill

    observability-and-instrumentation

    Instruments code so production behavior is visible and diagnosable. Use when adding logging, metrics, tracing, or alerting. Use when shipping any feature that runs in production and you need evidence it works. Use when production issues are reported but you can't tell what happened from the available data.

    Also in 31 projects that use this

  • +6 more from LLl0k0laD

The file

We split this skill into the rules it gives an agent

7 rules. 0 are common, 6 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 108 edited versions we read keep these.

  • 6

    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:

    Use when the frame rate is low or uneven, the game stutters/hitches, or it must hit a target (60 FPS desktop, 30/60 mobile) and currently …

    line 27
  2. Distinctive:

    Use to decide *what* to optimize: profile, read the frame budget, and identify whether the CPU or GPU is the bottleneck before changing any …

    line 29
  3. Distinctive:

    Use to apply specific fixes: object pooling, draw-call/batch reduction, removing per-frame allocations and GC spikes, and setting asset …

    line 31
  4. Distinctive:

    Profile before touching code: Run the engine profiler and read the frame: total frame time, and the split between CPU (game logic, physics, …

    line 51
  5. Very specific:

    Find the bottleneck — CPU or GPU: If GPU time ≫ CPU, attack draw calls/overdraw/shaders/ resolution.

    line 53
  6. Distinctive:

    Fix the single biggest cost: Prefer an algorithmic win (do less work, cache, spatial partition, run less often) over micro-optimizing a hot …

    line 56
  7. Distinctive:

    Optimizing too early: Don't contort a prototype for performance before it's fun or measured.

    line 152

“Common” is measured: kept by at least 6 in 10 of the 108 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 optimization

Performance work is a measurement discipline, not a bag of tricks. The method is always the same: profile → find the one bottleneck → fix that → measure again. This skill teaches that loop and the highest-leverage fixes (pooling, batching, allocation control, asset budgets), and points you at each engine's profiler. It pairs with physics-tuning for simulation cost.

When to use

  • Use when the frame rate is low or uneven, the game stutters/hitches, or it must hit a target (60 FPS desktop, 30/60 mobile) and currently doesn't.
  • Use to decide what to optimize: profile, read the frame budget, and identify whether the CPU or GPU is the bottleneck before changing any code.
  • Use to apply specific fixes: object pooling, draw-call/batch reduction, removing per-frame allocations and GC spikes, and setting asset budgets.

When not to use: for physics jitter/tunneling/timestep specifically, use physics-tuning. For the engine's concrete profiler UI and rendering settings, use that engine skill (godot-export covers some build settings; engine cores cover the rest). This skill is the cross-engine method and the shared fixes.

The golden rule: measure first, never guess

Most performance "fixes" applied without profiling target the wrong thing and add complexity for no gain. Do not optimize code you have not measured. Open the profiler, find the single biggest cost in a representative scene on representative hardware, and fix that. Re-measure to confirm the fix helped before moving on. Profile a release/optimized build where it matters — editor and debug builds lie (editor overhead, no compiler optimization).

Core workflow

  1. Define the target and reproduce. State the goal (e.g. 60 FPS = 16.67 ms/frame) and find a repeatable worst-case scene. "Sometimes slow" is unfixable; a reproducible spike is fixable.
  2. Profile before touching code. Run the engine profiler and read the frame: total frame time, and the split between CPU (game logic, physics, scripts) and GPU (rendering).
  3. Find the bottleneck — CPU or GPU. If GPU time ≫ CPU, attack draw calls/overdraw/shaders/ resolution. If CPU time dominates, attack scripts/physics/allocations. Fixing the wrong side does nothing.
  4. Fix the single biggest cost. Prefer an algorithmic win (do less work, cache, spatial partition, run less often) over micro-optimizing a hot line. Apply the matching shared fix (pooling, batching, allocation removal).
  5. Re-measure on the same scene/hardware. Confirm the number moved. Keep or revert based on data, not intuition.
  6. Set budgets so it stays fixed. Per-frame ms budgets per subsystem, plus asset budgets (texture sizes, triangle counts, draw-call ceilings); add a perf check to verification.
  7. Report measured numbers. State before/after frame time, the bottleneck found, and the fix — never "should be faster". If you could only measure in-editor, say so.

Patterns

1. Frame budget math (turn "feels slow" into a number)

target FPS → frame budget:   60 FPS = 16.67 ms   |   30 FPS = 33.3 ms   |   120 FPS = 8.33 ms
The WHOLE frame (CPU sim + render submit + GPU) must fit the budget; the GPU runs in parallel,
so the slower of CPU-frame and GPU-frame sets your FPS. Allocate sub-budgets, e.g. @60 FPS:
  gameplay/scripts ~5 ms · physics ~3 ms · rendering(CPU submit) ~4 ms · UI/other ~2 ms · slack.
If one subsystem blows its slice, that's your target — not whatever you assumed.

2. Measure with the engine profiler (do this before any fix)

Godot 4.x : Debugger ▸ Profiler (script/physics time) and Monitors tab (FPS, draw calls, memory).
            In code: Performance.get_monitor(Performance.TIME_PROCESS) and
            Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME).
Unity 6   : Profiler window (CPU/GPU/Memory/Rendering modules) + Frame Debugger for draw calls.
            In code: a ProfilerRecorder tracking "CPU Main Thread Frame Time" for a HUD/log.
Unreal 5  : `stat unit` (Frame/Game/Draw/GPU ms), `stat fps`, `stat scenerendering` (draw calls);
            Unreal Insights for deep traces.
# Read the split: is the Draw/GPU line the biggest, or the Game/CPU line? That decides the fix.

3. Object pooling (stop allocating/freeing in hot loops)

# Bullets, particles, enemies, damage numbers: reuse a fixed set instead of instantiate()/free()
# every frame — that thrashes memory and (in C#) feeds the GC.
var _pool: Array[Node] = []
func acquire() -> Node:
    var n: Node = _pool.pop_back() if not _pool.is_empty() else bullet_scene.instantiate()
    n.set_process(true); n.visible = true
    return n
func release(n: Node) -> void:
    n.set_process(false); n.visible = false       # disable + hide; DON'T free
    _pool.append(n)                                # back to the pool for reuse
# RIGHT: pre-warm the pool at load; reuse. WRONG: instantiate()/queue_free() per shot.

4. Cut draw calls (the most common GPU-side win)

Each unique material/texture/state change is roughly a draw call; thousands of them stall the GPU.
- Atlas textures and share materials so sprites/meshes batch into one call.
- Identical meshes → GPU instancing (Unity), MultiMesh / MultiMeshInstance (Godot), Instanced
  Static Mesh (Unreal).
- Static geometry → static batching / baking; mark non-moving objects static.
- Reduce overdraw: limit large overlapping transparent/particle layers (they re-shade pixels).
- Fewer real-time lights/shadows; bake lighting where it doesn't move.
Measure draw calls before and after — the count should drop, and so should GPU frame time.

5. Kill per-frame allocations (GC spikes = stutter)

// Unity 6 (C#). Allocating every frame fills the managed heap; the GC then stalls a frame.
// WRONG (allocates each call): foreach (var e in FindObjectsOfType<Enemy>()) ...  // + LINQ, new[]
// RIGHT: cache references once, reuse buffers, avoid LINQ/boxing in Update.
void Update() {
    _hits = Physics.RaycastNonAlloc(ray, _hitBuffer);   // reuse a preallocated array
    for (int i = 0; i < _hits; i++) { /* ... */ }       // no per-frame allocation
}
// Godot/GDScript: avoid building new arrays/dictionaries every frame in _process; reuse them.

Pitfalls

  • Optimizing without profiling. The intuitive culprit is usually wrong. Measure first, every time.
  • Profiling the editor / a debug build. Editor overhead and unoptimized code mislead. Profile a release build on target hardware for real numbers.
  • Fixing the wrong side. Micro-optimizing CPU code when the GPU is the bottleneck (or vice versa) changes nothing. Check the CPU-vs-GPU split first.
  • Micro-optimizing over algorithm. Shaving a function when an O(n²) loop or a per-frame full-scene query is the real cost. Reduce the work, don't polish it.
  • Instantiate/free in hot loops. Spawning and destroying bullets/particles every frame causes fragmentation and GC spikes. Pool them.
  • Per-frame allocations / LINQ / boxing in Update (C#) feed the GC → periodic hitches. Cache and reuse.
  • Draw-call explosion from unique materials and unbatched sprites/meshes. Atlas, share materials, instance, batch.
  • Overdraw from stacked transparents/particles/full-screen effects re-shading pixels.
  • No budgets. Without per-subsystem ms and asset ceilings, performance silently regresses; enforce them in your build/CI checks.
  • Optimizing too early. Don't contort a prototype for performance before it's fun or measured.

References

  • For per-engine profiler walkthroughs, the CPU-vs-GPU triage flowchart, a complete pooling manager, batching/instancing rules per engine, allocation/GC guidance, LOD/culling, and asset budgets (texture sizes, triangle counts, audio, mobile thermals), read references/profiling-and-budgets.md.

Related skills

  • physics-tuning — simulation cost, fixed-step budget, sleeping bodies, broadphase layers.
  • godot-export — release/build settings that affect measured performance.
  • procedural-gen, game-ai — common CPU hotspots (generation, pathfinding) to budget and defer.
  • roguelike, tower-defense, survival-crafting — entity-heavy genres that need pooling/budgets.

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