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…
Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.
What the file says
# 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 line at the top of this page pins the label git:20260812.5b73825, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.
A 17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
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pass: No zero-width or bidi control characters
pass: No instruction hidden inside an HTML comment
pass: No link to an exfiltration or paste host
pass: No credential-shaped string
pass: No instruction to send local credentials anywhere
pass: No text hidden with inline styles
pass: No prompt-injection phrasing
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pass: No recursive delete of root, home or parent
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Source
GitHub
ukanwat/overtime · 399 stars · license MIT · pushed 2026-10-18 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_kudzg6j5gojscplo
GET https://markdownregistry.com/api/v1/resolve?ref=ukanwat/overtime/performance-optimization
GET https://markdownregistry.com/api/v1/blob/54cbf9da75bcefe72209d7103fb7b128a5d17822ed0528ff44e28f9cb45140ce
Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.
ukanwat/overtime · .claude/skills/audio-design/SKILL.md · Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic…
ukanwat/overtime · .claude/skills/camera-systems/SKILL.md · Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D…
ukanwat/overtime · .claude/skills/game-ai/SKILL.md · Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding…
ukanwat/overtime · .claude/skills/game-feel/SKILL.md · Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion…
ukanwat/overtime · .claude/skills/game-ui-ux/SKILL.md · Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout…
ukanwat/overtime · .claude/skills/input-systems/SKILL.md · Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and…
ukanwat/overtime · .claude/skills/level-design/SKILL.md · Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing…
ukanwat/overtime · .claude/skills/reference-images/SKILL.md · Find and actually LOOK at real photographs — keyless image-search APIs, downloaded to disk so they render as images…
ukanwat/overtime · .claude/skills/save-systems/SKILL.md · Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes…
addyosmani/agent-skills · skills/performance-optimization/SKILL.md · Optimizes application performance across frontend, backend, queries, and databases. Use when performance requirements…
gamedev-skills/awesome-gamedev-agent-skills · skills/disciplines/performance-optimization/SKILL.md · Find and fix game performance problems methodically — measure with the engine profiler first, reason about the…
shashankswe2020-ux/whoop-mcp · .github/skills/performance-optimization/SKILL.md · Optimizes application performance. Use when performance requirements exist, when you suspect performance regressions…
nota-america/forgecat-agent-profiles · profiles/addyosmani/agent-skills/for-cursor/.cursor/skills/performance-optimization/SKILL.md · Optimizes application performance across frontend, backend, queries, and databases. Use when performance requirements…
nota-america/forgecat-agent-profiles · profiles/addyosmani/agent-skills/for-forgecat/skills/performance-optimization/SKILL.md · Optimizes application performance across frontend, backend, queries, and databases. Use when performance requirements…