Marketplace
optimization-performance
Game optimization, performance profiling, multi-platform support, and frame rate optimization for smooth gameplay experiences.
$ Instalar
git clone https://github.com/pluginagentmarketplace/custom-plugin-game-developer /tmp/custom-plugin-game-developer && cp -r /tmp/custom-plugin-game-developer/skills/optimization-performance ~/.claude/skills/custom-plugin-game-developer// tip: Run this command in your terminal to install the skill
SKILL.md
name: optimization-performance version: "2.0.0" description: | Game optimization, performance profiling, multi-platform support, and frame rate optimization for smooth gameplay experiences. sasmp_version: "1.3.0" bonded_agent: 02-game-programmer bond_type: SECONDARY_BOND
parameters:
- name: bottleneck type: string required: false validation: enum: [cpu, gpu, memory, loading, network]
- name: platform type: string required: false validation: enum: [pc, console, mobile, vr, web]
retry_policy: enabled: true max_attempts: 3 backoff: exponential
observability: log_events: [start, complete, error] metrics: [frame_time_ms, draw_calls, memory_mb, cpu_usage]
Optimization & Performance
Performance Targets
FRAME BUDGETS:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β TARGET FPS β FRAME TIME β PLATFORM β
βββββββββββββββΌβββββββββββββΌββββββββββββββββββββββββββββββββββ€
β 30 FPS β 33.3 ms β Console (heavy games) β
β 60 FPS β 16.6 ms β PC, Console, Mobile β
β 90 FPS β 11.1 ms β VR (minimum) β
β 120 FPS β 8.3 ms β Competitive games β
β 144+ FPS β 6.9 ms β High-end PC β
βββββββββββββββ΄βββββββββββββ΄ββββββββββββββββββββββββββββββββββ
FRAME TIME BREAKDOWN (16.6ms target):
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β CPU: 8ms β
β ββ Game Logic: 3ms β
β ββ Physics: 2ms β
β ββ Animation: 1.5ms β
β ββ Audio/Other: 1.5ms β
β β
β GPU: 8ms β
β ββ Geometry: 2ms β
β ββ Lighting: 3ms β
β ββ Post-process: 2ms β
β ββ UI: 1ms β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Profiling Process
OPTIMIZATION WORKFLOW:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β 1. MEASURE: Profile before optimizing β
β β Never guess, always profile β
β β
β 2. IDENTIFY: Find the bottleneck β
β β CPU-bound: Frame time > GPU time β
β β GPU-bound: GPU time > CPU time β
β β
β 3. ANALYZE: Drill into specific systems β
β β Which function? Which shader? Which asset? β
β β
β 4. OPTIMIZE: Fix the actual bottleneck β
β β One change at a time β
β β Measure before/after β
β β
β 5. VERIFY: Confirm improvement β
β β Check all platforms β
β β Test edge cases β
β β
β 6. REPEAT: Move to next bottleneck β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
CPU Optimization
CPU OPTIMIZATION TECHNIQUES:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β ALGORITHMIC: β
β β’ Use appropriate data structures (spatial hashing) β
β β’ Early-out conditions β
β β’ Reduce O(nΒ²) to O(n log n) β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β CACHE: β
β β’ Data-oriented design (SoA vs AoS) β
β β’ Minimize cache misses β
β β’ Process data linearly β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β ALLOCATION: β
β β’ Object pooling β
β β’ Avoid GC in hot paths β
β β’ Pre-allocate collections β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β THREADING: β
β β’ Offload work to job system β
β β’ Async loading β
β β’ Parallel processing β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
GPU Optimization
GPU OPTIMIZATION TECHNIQUES:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β DRAW CALLS: β
β β’ Static/dynamic batching β
β β’ GPU instancing β
β β’ Merge meshes β
β Target: <2000 on PC, <200 on mobile β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β OVERDRAW: β
β β’ Front-to-back rendering β
β β’ Occlusion culling β
β β’ Reduce transparency β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β SHADERS: β
β β’ Reduce instruction count β
β β’ Use lower precision (half) β
β β’ Minimize texture samples β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β GEOMETRY: β
β β’ LOD systems β
β β’ Mesh simplification β
β β’ Frustum culling β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Platform-Specific Guidelines
MOBILE OPTIMIZATION:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β CRITICAL CONSTRAINTS: β
β β’ Thermal throttling β
β β’ Battery drain β
β β’ Memory limits (500MB-2GB) β
β β
β TARGETS: β
β β’ Draw calls: 100-200 β
β β’ Triangles: 100K-500K/frame β
β β’ Texture memory: 200-500MB β
β β’ 30-60 FPS stable β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
VR OPTIMIZATION:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β CRITICAL: Maintain 90 FPS constantly β
β β’ Single-pass stereo rendering β
β β’ Fixed foveated rendering β
β β’ Aggressive LOD β
β β’ Minimal post-processing β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
π§ Troubleshooting
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PROBLEM: Frame rate drops during gameplay β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β DEBUG: β
β β Profile to find CPU vs GPU bound β
β β Check for GC spikes β
β β Look for expensive operations in Update() β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β SOLUTIONS: β
β β Move logic to FixedUpdate or coroutines β
β β Implement object pooling β
β β Add LOD for distant objects β
β β Reduce draw calls with batching β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PROBLEM: Long loading times β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β SOLUTIONS: β
β β Async loading with progress bar β
β β Stream assets in background β
β β Compress assets more aggressively β
β β Pre-warm caches β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PROBLEM: Inconsistent frame pacing β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β SOLUTIONS: β
β β Enable VSync β
β β Use fixed timestep for physics β
β β Spread heavy work across frames β
β β Check for background processes β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Profiling Tools
| Engine | CPU Profiler | GPU Profiler | Memory |
|---|---|---|---|
| Unity | Profiler | Frame Debugger | Memory Profiler |
| Unreal | Insights | RenderDoc | Memreport |
| Godot | Profiler | GPU Debugger | Built-in |
| Any | Platform tools | RenderDoc/PIX | Valgrind/Instruments |
Use this skill: When optimizing games, profiling performance, or supporting multiple platforms.
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pluginagentmarketplace
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pluginagentmarketplace/custom-plugin-game-developer/skills/optimization-performance
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Updated3d ago
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