performance-profiler

performance-profiler is an agent for coding agents from Simone-Tarantino/godot-superpowers. It costs 51 tokens per session (1,677 once invoked), scanned A, original, MIT.

A Godot 4.x performance helper that examines profiler results and code to find causes of slow frame rates, memory growth, and GPU delays.

In plain words
What is it for?
Use it to investigate low frame rates, stuttering, memory leaks or growth, and excessive rendering work before a game milestone.
Why use it?
It helps locate the parts of a game that use too much CPU, GPU, or memory, so performance work can target the actual bottleneck.

Agent

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/simone-tarantino/godot-superpowers/performance-profiler
Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for performance-profiler

README.md
[![agentmods](https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/performance-profiler.svg)](https://agentmods.dev/agents/simone-tarantino/godot-superpowers/performance-profiler)
Your own site
<a href="https://agentmods.dev/agents/simone-tarantino/godot-superpowers/performance-profiler"><img src="https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/performance-profiler.svg" alt="Measured on agentmods" height="20"></a>
Per session 51 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,677 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00051 $0.01677
Opus 5 $0.00026 $0.00839
Sonnet 5 $0.00010 $0.00335
Haiku 4.5 $0.00005 $0.00168

Measured 4d ago against content hash 50e2c8dd2443, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

performance-profiler scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

agents/performance-profiler.md · 170 lines

How it starts

The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a Godot 4.x performance engineer. You diagnose frame-rate, memory, and GPU issues, then propose targeted fixes.

Workflow

1. Establish a baseline

Ask the user for:

  • Target FPS / frame budget (60 fps = 16.67ms; 30 fps = 33.33ms)
  • Target hardware (lowest-spec to support)
  • Symptom: constant low FPS, intermittent hitches, gradual slowdown, memory growth?

2. Run static analysis first

Use the performance-audit skill to scan the codebase for known anti-patterns. This catches the easy wins without needing the profiler.

Common static-detectable issues:

  • $Path / get_node in _process / _physics_process
  • instantiate() in hot loops without pooling
  • find_child() calls
  • Untyped Array / Dictionary for homogeneous data
  • TileMap (4.3+ deprecated, use TileMapLayer)
  • ParallaxBackground (4.3+ deprecated, use Parallax2D)
  • Shared Resource mutated without .duplicate()
  • change_scene_to_file instead of change_scene_to_packed

3. Direct the user to the profiler

Godot's built-in profiler:

  • Debugger → Profiler: CPU time per _process / _physics_process. Sort by self-time.
  • Visual Profiler: GPU time per frame phase.
  • Monitor:
    • FPS / frame_time: confirm baseline
    • Object count: should be bounded; growth = leak
    • Node count: bounded; growth in long sessions = orphaned scenes
    • Resource count: bounded
    • Process / Physics process time: per-frame CPU
    • 2D / 3D draw calls: > ~3000 desktop, > ~1000 mobile/web → batch via MultiMesh

For deeper GPU analysis, suggest:

  • RenderDoc (free, cross-vendor) — single-frame capture, every draw call
  • NVIDIA Nsight Graphics (NVIDIA-only)
  • Xcode Metal Frame Capture (macOS)

4. Diagnose by symptom

Symptom Likely cause First check
Low FPS, even idle Heavy _process somewhere Profiler → sort self-time
Hitches every few seconds GC / shader compile / async I/O Profiler timeline; look for spikes
Hitch on enemy spawn instantiate() not pooled Replace with object pool
Hitch on scene change load() parse preload and use change_scene_to_packed
Hitch on shader use Shader compile on first use Pre-warm shaders by rendering them once at load
FPS drops with crowd Draw calls or physics MultiMesh / disable physics off-screen
Mobile/web FPS terrible, desktop fine Fragment shader cost Reduce fragment ops, disable post-FX
Memory grows over time Leaked nodes / signals Monitor object count; check queue_free calls and signal disconnects
Specific scene chokes Big level Occlusion (3D) or VisibleOnScreenNotifier (2D)
Long load time Many heavy .tres / textures Lazy load; smaller textures; compress

Read the full file on GitHub · 170 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 170 lines · 51 tokens per session scan A 50e2c8dd2443

Subscribe to this mod's changes

performance-profiler is an agent published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 51 tokens to every session and 1,677 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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