npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill 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 engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill 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 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.
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).
Update (C#) feed the GC → periodic hitches.
Cache and reuse.references/profiling-and-budgets.md.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.Godot 4.7 : Debugger ▸ Profiler (script/physics time) and Monitors tab (FPS, draw calls, memory).
In code: Performance.get_monitor(Performance.TIME_PROCESS) and
Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME).
Unity 6.3 LTS : Profiler window (CPU/GPU/Memory/Rendering modules) + Frame Debugger for draw calls.
In code: a ProfilerRecorder tracking "CPU Main Thread Frame Time" for a HUD/log.
Unreal 5 : `stat unit` (Frame/Game/Draw/GPU ms), `stat fps`, `stat scenerendering` (draw calls);
Unreal Insights for deep traces.
# Read the split: is the Draw/GPU line the biggest, or the Game/CPU line? That decides the fix.# Bullets, particles, enemies, damage numbers: reuse a fixed set instead of instantiate()/free()
# every frame — that thrashes memory and (in C#) feeds the GC.
var _pool: Array[Node] = []
func acquire() -> Node:
var n: Node = _pool.pop_back() if not _pool.is_empty() else bullet_scene.instantiate()
n.set_process(true); n.visible = true
return n
func release(n: Node) -> void:
n.set_process(false); n.visible = false # disable + hide; DON'T free
_pool.append(n) # back to the pool for reuse
# RIGHT: pre-warm the pool at load; reuse. WRONG: instantiate()/queue_free() per shot.Each unique material/texture/state change is roughly a draw call; thousands of them stall the GPU.
- Atlas textures and share materials so sprites/meshes batch into one call.
- Identical meshes → GPU instancing (Unity), MultiMesh / MultiMeshInstance (Godot), Instanced
Static Mesh (Unreal).
- Static geometry → static batching / baking; mark non-moving objects static.
- Reduce overdraw: limit large overlapping transparent/particle layers (they re-shade pixels).
- Fewer real-time lights/shadows; bake lighting where it doesn't move.
Measure draw calls before and after — the count should drop, and so should GPU frame time.// Unity 6.3 LTS (C#). Allocating every frame fills the managed heap; the GC then stalls a frame.
// WRONG (allocates each call): foreach (var e in FindObjectsOfType<Enemy>()) ... // + LINQ, new[]
// RIGHT: cache references once, reuse buffers, avoid LINQ/boxing in Update.
void Update() {
_hits = Physics.RaycastNonAlloc(ray, _hitBuffer); // reuse a preallocated array
for (int i = 0; i < _hits; i++) { /* ... */ } // no per-frame allocation
}
// Godot/GDScript: avoid building new arrays/dictionaries every frame in _process; reuse them.