game-performance-budget

game-performance-budget is a skill for Claude Code, Codex from makifbaysal/tasktrooper. It costs 53 tokens per session (1,698 once invoked), scanned A, original, Apache-2.0.

A way to set and measure how much time each game system may use during a frame. It compares measurements before and after a change on the same scene, build type, and machine.

In plain words
What is it for?
Use it for per-frame code, large numbers of entities or effects, and performance investigations. It helps budget gameplay, physics, AI, rendering, UI, and other systems using engine profilers.
Why use it?
It replaces guesses about stutter and frame drops with measured limits. A missed frame deadline causes a visible hitch even when the average frame rate looks acceptable.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for per-frame code, large numbers of entities or effects, and performance investigations. It helps budget gameplay, physics, AI, rendering, UI, and other systems using engine profilers.

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Install with agentmods
npx agentmods add skills/makifbaysal/tasktrooper/game-performance-budget
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 makifbaysal/tasktrooper --skill game-performance-budget
Clone the repo
git clone --depth 1 https://github.com/makifbaysal/tasktrooper

Made for: Claude Code, 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 game-performance-budget

README.md
[![agentmods](https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-performance-budget/github.svg)](https://agentmods.dev/skills/makifbaysal/tasktrooper/game-performance-budget)
Your own site
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-performance-budget"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-performance-budget/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.

agentmods 80×15 button for game-performance-budget

Your own site · 80×15
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-performance-budget"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-performance-budget.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 53 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,698 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 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 5.1 $0.00053 $0.01698
Opus 5.5 $0.00021 $0.00679
Sonnet 5.5 $0.00011 $0.00340
Haiku 4.5 $0.00005 $0.00170

Measured 4d ago against content hash b16342a9fa29, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-performance-budget 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.

catalog/agents/game-developer/skills/game-performance-budget/SKILL.md · 122 lines

How it starts

The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Performance Budget

Overview

A game has a hard deadline every frame. Miss it and the player sees a hitch, whatever the average says. Performance work is therefore budgeting and measuring, not guessing: know the budget, measure before, change one thing, measure after, write both numbers down.

Core principle: No optimisation without a before and after measurement on the same scene, build type and machine. No hot-path change without proof it did not get slower.

The budget

Target Frame budget Typical for
30 FPS 33.3 ms low-end mobile, some console cinematics
60 FPS 16.67 ms default for this agent unless the task or repo says otherwise
90 FPS 11.1 ms VR minimum
120 FPS 8.33 ms high-refresh displays, competitive games
144 FPS 6.94 ms PC competitive

Split it per system and leave headroom. An example 60 FPS CPU split (replace with the repository's own if it has one):

System Budget
Gameplay scripts 3.0 ms
Physics 2.0 ms
AI and pathfinding 2.0 ms
Animation 1.5 ms
Rendering (CPU submit) 4.5 ms
UI 1.0 ms
Audio 0.5 ms
Headroom (OS, spikes, GC) 2.17 ms

GPU time is a separate 16.67 ms; a frame is bound by whichever of CPU or GPU is slower. Memory gets a per-platform ceiling, and mobile adds thermal throttling: a game that holds 60 for two minutes and then drops is over budget.

Measure with the engine's tools

Engine Frame/CPU Allocations / memory Instrument your code
Unity Profiler (CPU, Rendering, Physics modules), Profile Analyzer for before/after Profiler GC Alloc column, Memory Profiler ProfilerMarker / using (marker.Auto()); Performance Testing package Measure.Method
Godot Debugger → Profiler, Visual Profiler, Monitors Monitors: object/resource/node counts, static memory Performance.get_monitor(...), Time.get_ticks_usec() around a block
Unreal stat unit, stat game, stat gpu, Unreal Insights (-trace=cpu,frame,gpu) memreport -full, LLM (-llm) TRACE_CPUPROFILER_EVENT_SCOPE(Name), SCOPE_CYCLE_COUNTER
Web Chrome Performance panel (Bottom-up), renderer.info (three.js), Babylon Inspector Memory panel heap snapshots before/after a scene change performance.mark / performance.measure
Bevy FrameTimeDiagnosticsPlugin + LogDiagnosticsPlugin, Tracy via the trace_tracy feature Tracy memory info_span!("name").entered()

Read the full file on GitHub · 122 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 · 122 lines · 53 tokens per session scan A b16342a9fa29

Subscribe to this mod's changes

game-performance-budget is a skill published in the GitHub repository makifbaysal/tasktrooper (112 stars, last pushed yesterday), licensed Apache-2.0. It adds 53 tokens to every session and 1,698 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-10-09.