performance-optimization

A measurement-led method for improving game performance across engines. It explains how to use a profiler—a tool that shows where time is spent—to find whether the CPU or GPU is causing slow frames, stutters, or hitches.

In plain words
What is it for?
Use it to investigate frame-rate problems and apply techniques such as reusing objects, reducing rendering work, avoiding repeated memory allocation, and setting limits for assets.
Why use it?
It prevents you from changing code blindly or optimizing the wrong part of the game. The repeated cycle is to measure, fix the main bottleneck, and measure again.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/ukanwat/aaabench/performance-optimization
Any agent
npx skills add ukanwat/aaabench --skill performance-optimization
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

Made for: Claude Code, Codex.

Per session 121 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,242 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 94% copy Near-identical to another mod 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 $0.00121 $0.02242
Opus 5 $0.00060 $0.01121
Sonnet 5 $0.00024 $0.00448
Haiku 4.5 $0.00012 $0.00224

Measured 2d ago against content hash 54cbf9da75bc, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

performance-optimization 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 2d 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

This is a copy

94% identical to performance-optimization — 12 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/performance-optimization/SKILL.md · 167 lines

How it starts

The opening of the file, as written. The whole thing — 167 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Performance optimization

Performance work is a measurement discipline, not a bag of tricks. The method is always the same: profile → find the one bottleneck → fix that → measure again. This skill teaches that loop and the highest-leverage fixes (pooling, batching, allocation control, asset budgets), and points you at each engine's profiler. It pairs with physics-tuning for simulation cost.

When to use

  • Use when the frame rate is low or uneven, the game stutters/hitches, or it must hit a target (60 FPS desktop, 30/60 mobile) and currently doesn't.
  • Use to decide what to optimize: profile, read the frame budget, and identify whether the CPU or GPU is the bottleneck before changing any code.
  • Use to apply specific fixes: object pooling, draw-call/batch reduction, removing per-frame allocations and GC spikes, and setting asset budgets.

When not to use: for physics jitter/tunneling/timestep specifically, use physics-tuning. For the engine's concrete profiler UI and rendering settings, use that engine skill (godot-export covers some build settings; engine cores cover the rest). This skill is the cross-engine method and the shared fixes.

The golden rule: measure first, never guess

Most performance "fixes" applied without profiling target the wrong thing and add complexity for no gain. Do not optimize code you have not measured. Open the profiler, find the single biggest cost in a representative scene on representative hardware, and fix that. Re-measure to confirm the fix helped before moving on. Profile a release/optimized build where it matters — editor and debug builds lie (editor overhead, no compiler optimization).

Core workflow

  1. Define the target and reproduce. State the goal (e.g. 60 FPS = 16.67 ms/frame) and find a repeatable worst-case scene. "Sometimes slow" is unfixable; a reproducible spike is fixable.
  2. Profile before touching code. Run the engine profiler and read the frame: total frame time, and the split between CPU (game logic, physics, scripts) and GPU (rendering).
  3. Find the bottleneck — CPU or GPU. If GPU time ≫ CPU, attack draw calls/overdraw/shaders/ resolution. If CPU time dominates, attack scripts/physics/allocations. Fixing the wrong side does nothing.
  4. Fix the single biggest cost. Prefer an algorithmic win (do less work, cache, spatial partition, run less often) over micro-optimizing a hot line. Apply the matching shared fix (pooling, batching, allocation removal).
  5. Re-measure on the same scene/hardware. Confirm the number moved. Keep or revert based on data, not intuition.
  6. Set budgets so it stays fixed. Per-frame ms budgets per subsystem, plus asset budgets (texture sizes, triangle counts, draw-call ceilings); add a perf check to verification.
  7. Report measured numbers. State before/after frame time, the bottleneck found, and the fix — never "should be faster". If you could only measure in-editor, say so.

Read the full file on GitHub · 167 lines

Files

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.

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. 2d ago First seen · 167 lines · 121 tokens per session scan A 54cbf9da75bc

Subscribe to this mod's changes

performance-optimization is a skill published in the GitHub repository ukanwat/aaabench (378 stars, last pushed 18d ago), licensed MIT. It adds 121 tokens to every session and 2,242 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to performance-optimization, differing in 12 lines, and is treated as a copy.

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