perf-profile

perf-profile is a skill for Codex from frabcd/codex-ai-game-studio. It costs 26 tokens per session (1,047 once invoked), scanned A, a copy of perf-profile, MIT.

A structured process for measuring a game's performance and finding bottlenecks, where a bottleneck is a part that limits speed or responsiveness. It compares findings with targets such as frame rate, memory, loading time, and network limits.

In plain words
What is it for?
Use it to inspect CPU work, memory use, textures, object lifetimes, physics queries, per-frame code, and other likely performance problems.
Why use it?
It replaces guesses about slowness with measurements and ranked recommendations. It can focus on one system or review the whole project.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions subagents; mentions AGENTS.md; mentions Codex.

Good fit Use it to inspect CPU work, memory use, textures, object lifetimes, physics queries, per-frame code, and other likely performance problems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/frabcd/codex-ai-game-studio/perf-profile
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.

Any agent
npx skills add frabcd/codex-ai-game-studio --skill perf-profile
Clone the repo
git clone --depth 1 https://github.com/frabcd/codex-ai-game-studio

Made for: Codex.

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 perf-profile

README.md
[![agentmods](https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/perf-profile.svg)](https://agentmods.dev/skills/frabcd/codex-ai-game-studio/perf-profile)
Your own site
<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/perf-profile"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/perf-profile.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,047 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 83% copy Near-identical to another mod 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 5.1 $0.00026 $0.01047
Opus 5 $0.00013 $0.00524
Sonnet 5 $0.00005 $0.00209
Haiku 4.5 $0.00003 $0.00105

Measured 7d ago against content hash 7391cd86e6d8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

perf-profile 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 7d 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.

Origin

This is a copy

83% identical to perf-profile — 23 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

plugins/ai-game-studio/skills/perf-profile/SKILL.md · 128 lines

How it starts

The opening of the file, as written. The whole thing — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Port provenance: adapted from the pinned upstream source at 984023ddac0d5e27624f2baacde6105e45de375f under MIT; see the repository parity ledger for the exact path and blob.

Phase 1: Determine Scope

Read the argument:

  • System name → focus profiling on that specific system
  • full → run a comprehensive profile across all systems

Phase 2: Load 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)

Phase 3: Analyze Codebase

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

Phase 4: Generate 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 |
|---|----------|-------|------------------|------------|

### Optimization Recommendations (Priority Order)
1. **[Title]** — [Description]
   - Location: [file:line]
   - Expected gain: [estimate]
   - Risk: [Low/Med/High]
   - Approach: [How to implement]

### Quick Wins (< 1 hour each)
- [Simple optimization 1]

### Requires Investigation
- [Area that needs actual runtime profiling to confirm impact]

Read the full file on GitHub · 128 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 7d ago First seen · 128 lines · 26 tokens per session scan A 7391cd86e6d8

Subscribe to this mod's changes

perf-profile is a skill published in the GitHub repository frabcd/codex-ai-game-studio (9 stars, last pushed 7d ago), licensed MIT. It adds 26 tokens to every session and 1,047 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 83% identical to perf-profile, differing in 23 lines, and is treated as a copy.

Related

Other skills, from other repositories

3d_object

Judge whether a generated mesh is fit to ship in a browser game, from the same rendered sheet the orientation review uses.

OpenDCAI/GameFactory-3A · 0 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

audio

Use this Skill when a game plan requires dialogue, voice lines, sound effects, foley, ambience, or other offline WAV assets. This is asset generation, not a runtime audio-playback contract; use the selected engine context after an asset has passed review.

OpenDCAI/GameFactory-3A · 0 tokens

game-build

Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAMEDESIGN, and ARTDIRECTION when production begins, into a minimal BUILDBRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game…

zenstory-ai/novel-to-game · 151 tokens

novel-to-game

Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to…

zenstory-ai/novel-to-game · 201 tokens

game-concept

Design game concepts from a novel. From SOURCEBIBLE and PRODUCTBRIEF, generate three genuinely different directions on the dimensions still unlocked, then pick the most worthwhile playable prototype using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a…

zenstory-ai/novel-to-game · 149 tokens