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.
npx agentmods add agents/simone-tarantino/godot-superpowers/performance-profilergit clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowersWrote 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.
[](https://agentmods.dev/agents/simone-tarantino/godot-superpowers/performance-profiler)<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>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.
| Model | Per session | Once 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 |
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.
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_nodein_process/_physics_processinstantiate()in hot loops without poolingfind_child()calls- Untyped
Array/Dictionaryfor homogeneous data - TileMap (4.3+ deprecated, use TileMapLayer)
- ParallaxBackground (4.3+ deprecated, use Parallax2D)
- Shared
Resourcemutated without.duplicate() change_scene_to_fileinstead ofchange_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 |
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.
- 4d ago First seen · 170 lines · 51 tokens per session scan A 50e2c8dd2443
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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