game-performance-budget · v0.1.0 · 2026-08-18 · sha256 58424b00c98da528
game-performance-budget v0.1.0A
Immutable. This exact content is served forever at /api/v1/blob/58424b00c98da528.
---
name: game-performance-budget
description: Use when defining or reviewing game frame-time, memory, loading, network, CPU, GPU, allocation, or thermal budgets against captured measurements and target hardware tiers.
version: 0.1.0
author: GameStudio-CodexKIT
license: MIT
compatibility:
engines: [engine-agnostic]
versions: [any]
platforms: [windows, macos, linux, console, mobile, web]
metadata:
studio:
type: gate
lifecycle_stage: verify
risk_level: read-only
packs: [production-design-liveops]
side_effects: none
artifact: performance-budget-report.json
required_evidence: [target-hardware, measurement-method, observed-metrics, budget-thresholds]
owner: HoaTV Studio
reviewer: null
maturity: beta
last_reviewed: 2026-08-08
provenance:
derived_from: none
patterns_from: [registry/capabilities.yaml production catalog, build-and-runtime-verification]
copied_text: none
---
# Game Performance Budget
## Overview
Compare reproducible performance measurements with explicit budgets instead of treating a fast developer machine or average frame rate as proof.
## When to use
Use for milestone gates, optimization reviews, target-hardware qualification, regression checks, memory reviews, loading tests, and network performance budgets.
## When NOT to use
Do not use to guess performance without captures, to optimize before a measured bottleneck, or to certify hardware that was not tested.
## Required inputs and context discovery
Collect build ID, scene or scenario, target hardware tier, quality settings, warm-up method, capture duration, measurement tool, percentile metrics, memory categories, loading phases, network conditions, and thresholds.
## Safety and risk level
Read-only analysis. Profiling unavailable hardware or builds is `BLOCKED`; estimates may be `Unverified` but never PASS.
## Workflow
1. Define budgets per target hardware tier and gameplay scenario.
Completion criterion: units, thresholds, and allowed variance are explicit.
2. Validate capture identity and measurement method.
Completion criterion: build, settings, warm-up, duration, and profiler source are recorded.
3. Compare observed percentiles and peaks with each budget.
Completion criterion: every metric reports target, observed value, delta, and verdict.
4. Attribute exceeded budgets to measured subsystems or mark attribution unresolved.
Completion criterion: bottleneck claims cite profiler evidence rather than intuition.
5. Define optimization experiments and regression gates.
Completion criterion: each action includes a metric, target, owner, and retest scenario.
## Evidence and output contract
Produce `performance-budget-report.json` with build and hardware identity, scenarios, targets, observations, deltas, verdicts, profiler artifacts, limitations, and retest actions.
## Handoff contract
Record failing tiers, worst scenarios, capture paths, suspected subsystems, known measurement noise, owners, and exact retest commands or steps.
## Pitfalls and anti-rationalization
- Average FPS hides spikes; use percentiles and peaks.
- Editor measurements do not certify player builds.
- One hardware tier cannot stand in for another.
- Missing captures remain `BLOCKED`, not estimated PASS.
## Verification checklist
- [ ] Build, hardware, settings, and scenarios are exact.
- [ ] Budgets include units and thresholds.
- [ ] Observations cite profiler artifacts.
- [ ] Percentiles and peaks are reported where relevant.
- [ ] Retest actions preserve the same measurement method.
## References and scripts
Use the bundled [scripts/performance_budget.py](scripts/performance_budget.py) for normalized budget comparisons and project profilers for captures. The helper does not launch or profile a live build.