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 tha

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npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill performance-optimization

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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. Patterns 1. Frame budget math (turn "feels slow" into a number) 2. Measure with the engine profiler (do this before any fix) 3. Object pooling (stop allocating/freeing in hot loops) 4. Cut draw calls (the most common GPU side win) 5. Kill per frame allocations (GC spikes = stutter) Pitfalls Optimizing without profiling. The intuitive culprit is usually wrong. Measure first, every time. Profiling the editor / a debug build. Editor overhead and unoptimized code mislead. Profile a release build on target hardware for real numbers. Fixing the wrong side. Micro optimizing CPU code when the GPU is the bottleneck (or vice versa) changes nothing. Check the CPU vs GPU split first. Micro optimizing over algorithm. Shaving a function when an O(n²) loop or a per frame full scene query is the real cost. Reduce the work, don't polish it. Instantiate/free in hot loops. Spawning and destroying bullets/particles every frame causes fragmentation and GC spikes. Pool them. Per frame allocations / LINQ / boxing in Update (C ) feed the GC → periodic hitches. Cache and reuse. Draw call explosion from unique materials and unbatched sprites/meshes. Atlas, share materials, instance, batch. Unity "Enable GPU Instancing" with no effect under URP/HDRP: the SRP Batcher takes precedence for compatible shaders. Check the Frame Debugger; for many identical meshes use the GPU Resident Drawer (Forward+, compute capable APIs, not OpenGL ES). Overdraw from stacked transparents/particles/full screen effects re shading pixels. No budgets. Without per subsystem ms and asset ceilings, performance silently regresses; enforce them in your build/CI checks. Optimizing too early. Don't contort a prototype for performance before it's fun or measured. References For per engine profiler walkthroughs, the CPU vs GPU triage flowchart, a complete pooling manager, batching/instancing rules per engine, allocation/GC guidance, LOD/culling, and asset budgets (texture sizes, triangle counts, audio, mobile thermals), read references/profiling and budgets.md . Related skills physics tuning — simulation cost, fixed step budget, sleeping bodies, broadphase layers. godot export — release/build settings that affect measured performance. procedural gen , game ai — common CPU hotspots (generation, pathfinding) to budget and defer. roguelike , tower defense , survival crafting — entity heavy genres that need pooling/budgets.