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 skills add kevinpbuckley/VibeUE --skill frame-rategit clone --depth 1 https://github.com/kevinpbuckley/VibeUEWrote 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/skills/kevinpbuckley/vibeue/frame-rate)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/frame-rate"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/frame-rate/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/frame-rate"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/frame-rate.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 5.1 | $0.00103 | $0.01321 |
| Opus 5 | $0.00051 | $0.00660 |
| Sonnet 5 | $0.00021 | $0.00264 |
| Haiku 4.5 | $0.00010 | $0.00132 |
Grade A, and why
frame-rate 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 12d 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 — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Frame Rate / FPS Caps Skill
A "locked at 60 FPS" editor or game is almost never caused by a single setting — there are five independent caps and any one of them holds the frame rate down. Check and clear them all, in this order, before declaring it fixed.
⚠️ Diagnose first — don't guess
t.MaxFPS = 0 already means uncapped, so if the editor is still stuck at 60 the cap is
coming from somewhere else (usually VSync to a 60 Hz monitor, or the smoothed frame-rate
range). Read every source below before changing anything.
🩺 "Capped" vs "slow" are different problems. If the frame rate is low rather than pinned at a round number, it's not a cap — it's a workload. Run
unreal.PerformanceService.frame_timing()first (NEW service that replaced the removededitor_controltool) for a CPU-vs-GPU-bound verdict before touching any cap below. The caps here only matter when something is artificially holding FPS down. (Cvar/INI reads/writes in this skill stay onEngineSettingsService.)
| # | Setting | Where | "Uncapped" value |
|---|---|---|---|
| 1 | t.MaxFPS |
cvar | 0 (or a high target like 240) |
| 2 | r.VSync / r.VSyncEditor |
cvar | 0 — locks to monitor refresh (60 Hz) when 1 |
| 3 | bUseFixedFrameRate / FixedFrameRate |
[/Script/Engine.Engine] DefaultEngine.ini |
False |
| 4 | bSmoothFrameRate / SmoothedFrameRateRange |
[/Script/Engine.Engine] DefaultEngine.ini |
False — the usual ~60 editor cap |
| 5 | bThrottleCPUWhenNotForeground |
[/Script/UnrealEd.EditorPerformanceSettings] EditorPerProjectUserSettings.ini |
False — caps FPS when the editor isn't focused |
Note:
r.FrameRateLimitis not a console variable in UE 5.7 —set_console_variablewill report "Console variable not found". The INI key isFrameRateLimitunder[/Script/Engine.Engine], butt.MaxFPSis the reliable runtime cap.
Workflow — read the current state
import unreal
es = unreal.EngineSettingsService
for cvar in ["t.MaxFPS", "r.VSync", "r.VSyncEditor"]:
print(f"{cvar} = {es.get_console_variable(cvar)}")
eng = "/Script/Engine.Engine"
for key in ["bUseFixedFrameRate", "FixedFrameRate", "bSmoothFrameRate", "SmoothedFrameRateRange"]:
print(f"{key} = {es.get_engine_ini_value(eng, key, 'DefaultEngine.ini')!r}")
print("bThrottleCPUWhenNotForeground =",
es.get_engine_ini_value("/Script/UnrealEd.EditorPerformanceSettings",
"bThrottleCPUWhenNotForeground", "EditorPerProjectUserSettings.ini"))
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.
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.
- 12d ago First seen · 112 lines · 103 tokens per session scan A d3ce4e272bff
frame-rate is a skill published in the GitHub repository kevinpbuckley/VibeUE (676 stars, last pushed 8d ago), licensed MIT. It adds 103 tokens to every session and 1,321 once invoked, about $0.0005 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 2026-08-30.
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