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 poorvith-mp/skills-gamedev --skill game-performancegit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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/poorvith-mp/skills-gamedev/game-performance)<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.
<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>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 | $0.00040 | $0.01671 |
| Opus 5.5 | $0.00016 | $0.00668 |
| Sonnet 5.5 | $0.00008 | $0.00334 |
| Haiku 4.5 | $0.00004 | $0.00167 |
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 1mo 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 — 113 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)
- 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: $\le 4text{ms}$
- CPU Budget (Target: $\le 10text{ms}$):
- 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
- Zero-Allocation in the Hot Loop:
- In Unity / C#, executing
newinsideUpdate(),FixedUpdate(), orLateUpdate()allocates heap memory, triggering non-deterministic Garbage Collection spikes that cause visible micro-stutters. - Golden Rules:
- Cache component references in
Awake()orStart()(never callGetComponent()inUpdate). - Pre-allocate reusable collections (
List<T>, arrays); uselist.Clear()instead ofnew List<T>(). - Implement Object Pooling for all ephemeral entities (bullets, particles, sound effects, damage numbers).
- Cache component references in
- In Unity / C#, executing
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.
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.
- 1mo ago Changed · +1 lines 79f0d1575ce6
- 1mo ago First seen · 112 lines · 40 tokens per session scan A 98329c2f2408
game-performance is a skill published in the GitHub repository poorvith-mp/skills-gamedev (5 stars, last pushed 23d ago), licensed MIT. It adds 40 tokens to every session and 1,671 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 2026-09-06.
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