game-performance

game-performance is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 40 tokens per session (1,659 once invoked), scanned A, original, MIT.

A game performance guide for finding and reducing frame-time, rendering, memory, and garbage-collection problems. Frame time is the time available to produce one image, so exceeding it causes visible slowdown.

In plain words
What is it for?
Use it to investigate slow frames, excessive draw calls, graphics bottlenecks, memory use, garbage-collection spikes, and level-of-detail choices.
Why use it?
It replaces guesswork with a structured way to locate CPU or graphics bottlenecks and work within a real-time frame budget.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to investigate slow frames, excessive draw calls, graphics bottlenecks, memory use, garbage-collection spikes, and level-of-detail choices.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/game-performance
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 poorvith-mp/skills-gamedev --skill game-performance
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/game-performance"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-performance.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,659 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 $0.00040 $0.01659
Opus 5 $0.00020 $0.00830
Sonnet 5 $0.00008 $0.00332
Haiku 4.5 $0.00004 $0.00166

Measured 3d ago against content hash 98329c2f2408, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

game-performance 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 3d 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.

skills/game-performance/SKILL.md · 112 lines

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.

game-performance

Core Philosophy

Game performance optimization is not randomly running Unity's profiler the night before release and guessing which scripts to tweak. Real-time rendering is an unyielding mathematical budget. At 60 frames per second, the entire game engine—CPU game logic, AI pathfinding, physics simulation, audio processing, GPU vertex transformation, rasterization, and post-processing—has strictly 16.66 milliseconds to finish. At 120 FPS, that budget shrinks to 8.33 milliseconds. Hitting frame budgets requires identifying bottlenecks, managing garbage collection allocations, and optimizing draw calls.


4-Step Real-Time Performance & Profiling Architecture

Step 1: The Frame Budget Breakdown (16.66ms @ 60 FPS)

  1. The Dual-Engine Budget (CPU vs GPU):
    • CPU Budget (Target: $\le 10text{ms}$):
      • Game Logic & Scripts: $\le 4text{ms}$
      • Physics Simulation: $\le 3text{ms}$
      • Render Thread / Draw Call Preparation: $\le 3text{ms}$
    • GPU Budget (Target: $\le 14text{ms}$):
      • Shadow Maps & Geometry Passes: $\le 4text{ms}$
      • Shading & Lighting Passes: $\le 6text{ms}$
      • Post-Processing & UI: $\le 4text{ms}$
  2. Diagnose the Bottleneck First:
    • CPU-Bound: GPU utilization is $< 85%$; frame time drops when adding AI entities or physics objects.
    • GPU-Bound: GPU utilization is $99–100%$; frame time drops when increasing screen resolution, shadow quality, or particle density.

Step 2: CPU Optimization & Garbage Collection (GC) Defense

  1. Zero-Allocation in the Hot Loop:
    • In Unity / C#, executing new inside Update(), FixedUpdate(), or LateUpdate() allocates heap memory, triggering non-deterministic Garbage Collection spikes that cause visible micro-stutters.
    • Golden Rules:
      • Cache component references in Awake() or Start() (never call GetComponent() in Update).
      • Pre-allocate reusable collections (List<T>, arrays); use list.Clear() instead of new List<T>().
      • Implement Object Pooling for all ephemeral entities (bullets, particles, sound effects, damage numbers).

Read the full file on GitHub · 112 lines

Files

What ships with it

2 files 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. 3d ago First seen · 112 lines · 40 tokens per session scan A 98329c2f2408

Subscribe to this mod's changes

game-performance is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 3d ago), licensed MIT. It adds 40 tokens to every session and 1,659 once invoked, about $0.0002 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 2026-09-06.

Related

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