diagnosing-perf-regressions

diagnosing-perf-regressions is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 58 tokens per session (2,938 once invoked), scanned A, original, MIT.

A guide for finding why a game's frame rate, frame time, or loading speed became worse than before.

In plain words
What is it for?
Use it to compare a known-good version with a known-bad version, locate the change, and identify the underlying cause.
Why use it?
It separates a performance regression from a game that has always been slow, then traces the problem to the change that caused it.

Skill for Claude Code

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

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it to compare a known-good version with a known-bad version, locate the change, and identify the underlying cause.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/diagnosing-perf-regressions
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 SummerEngine/summer-engine-agent --skill diagnosing-perf-regressions
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 diagnosing-perf-regressions

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/diagnosing-perf-regressions/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/diagnosing-perf-regressions)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/diagnosing-perf-regressions"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/diagnosing-perf-regressions/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 diagnosing-perf-regressions

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/diagnosing-perf-regressions"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/diagnosing-perf-regressions.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,938 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00058 $0.02938
Opus 5 $0.00029 $0.01469
Sonnet 5 $0.00012 $0.00588
Haiku 4.5 $0.00006 $0.00294

Measured 8d ago against content hash bbacd4a07412, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

diagnosing-perf-regressions 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 8d 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

Copies of this mod

1 near-identical copy found in the catalogue:

skills/workflow/diagnosing-perf-regressions/SKILL.md · 216 lines

How it starts

The opening of the file, as written. The whole thing — 216 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Diagnosing Performance Regressions

Overview

There is a difference between "this game is slow" and "this game got slow." This skill is for the second one.

Core principle: A regression has a cause. The cause is a specific change. Bisect to find the change, then root-cause from there.

This skill is not general performance tuning. If the game has always run at 30fps and you want to push it to 60, that is summer:tune-performance (the domain skill for budget-driven optimization). This skill is the diagnostic — what broke, where, when.

When To Use

  • "It used to run at 60fps, now it's at 30."
  • "Load time was 3s yesterday, now it's 15s."
  • "Frame stutters started after I added X."
  • "Build went from buttery to choppy and I don't know why."

When NOT To Use

  • "The game has always been slow, help me speed it up." → summer:tune-performance.
  • "I want to know if my game is fast enough to ship." → summer:tune-performance.
  • "The game crashes." → summer:debug.

The Iron Law

NO PERF FIX WITHOUT A KNOWN-GOOD vs KNOWN-BAD MEASUREMENT

You cannot fix a regression you have not measured. Eyeballing "feels laggy" is not a measurement. Get a number for the good state and a number for the bad state before touching code.

The Loop

  Measure now → Find last good → Bisect changes → Match to a cliff → A/B fix → Re-measure

1. Measure now

Measure in a RunVerification probe, not by eye. It spawns a hidden, disposable game instance with a real renderer, so Performance.get_monitor(...) returns the game's actual numbers and the user's editor session is untouched.

summer_batch ops:[{"op":"RunVerification","probe_source":"<probe>","max_seconds":20}]
extends SummerProbeBase
func _ready() -> void:
    await super._ready()
    await get_tree().process_frame
    var samples: Array = []
    for i in 30:                                  # ~5 s at 60 fps, sampled over time
        await get_tree().create_timer(0.16).timeout
        samples.append(Performance.get_monitor(Performance.TIME_FPS))
    report("fps_samples", samples)                # spike pattern lives here
    report("draw_calls", Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME))
    report("bodies_3d", Performance.get_monitor(Performance.PHYSICS_3D_ACTIVE_OBJECTS))
    report("objects", Performance.get_monitor(Performance.RENDER_TOTAL_OBJECTS_IN_FRAME))
    dump_tree()
    finish()

Read the full file on GitHub · 216 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. 8d ago First seen · 216 lines · 58 tokens per session scan A bbacd4a07412

Subscribe to this mod's changes

diagnosing-perf-regressions is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed yesterday), licensed MIT. It adds 58 tokens to every session and 2,938 once invoked, about $0.0003 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 2026-09-03.

Related

Other skills, from other repositories

console-get-logs

Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.

IvanMurzak/Unity-MCP · 35 tokens

editor-application-get-state

Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.

IvanMurzak/Unity-MCP · 31 tokens

console-clear-logs

Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.

IvanMurzak/Unity-MCP · 41 tokens

profiler-start

Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.

IvanMurzak/Unity-MCP · 32 tokens

performance-optimization

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each…

gamedev-skills/awesome-gamedev-agent-skills · 121 tokens

self-evolve

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

tettethu/VibeGame · 50 tokens