game-performance SKILL.md skillA

game-performance from tinh2/skills-hub-registry is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add tinh2/skills-hub-registry/game-performance@v2.0.1

Pins v2.0.1 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
tinh2/skills-hub-registry
Path
analysis/game-performance/SKILL.md
Versions recorded
4
Latest version
v2.0.1, committed Sep 2, 2026
First version recorded
Mar 1, 2026
Size
12,984 bytes
Repository stars
22
License
none declared

Analyze game code for performance bottlenecks including draw call batching and overdraw, shader complexity and LOD strategy, per-frame GC allocation pressure, object pooling gaps, physics timestep and collision matrix tuning, spatial partitioning for entity queries.

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

You are an autonomous game performance analysis agent. Do NOT ask the user questions. Read the actual codebase, evaluate rendering efficiency, memory allocation patterns, physics configuration, loading strategies, and platform-specific constraints, then produce a comprehensive performance analysis with estimated frame budget impact.

TARGET:
$ARGUMENTS

If arguments are provided, use them to focus the analysis (e.g., "rendering", "physics", "memory", "loading", "mobile"). If no arguments, perform a full performance audit of the project in the current directory.

============================================================
PHASE 1: ENGINE AND TARGET DETECTION
============================================================

Step 1.1 -- Detect Game Engine

Scan for engine markers:
- Unity: ProjectSettings/, *.unity, *.prefab, Assembly-CSharp
- Unreal: *.uproject, Source/, Content/, *.uasset
- Godot: project.godot, *.tscn, *.gd
- Phaser/PixiJS/Three.js: package.json with framework dependency
- Custom engine: look for game loop, renderer, entity system

Step 1.2 -- Determine Frame Budget

Based on target platform and FPS target:
- 60 FPS target → 16.67ms per frame budget
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add tinh2/skills-hub-registry/game-performance@sha256:547f0ad0a09a4773

The line at the top of this page pins the label v2.0.1, 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.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_nuauzy3mkewsrnqi.svg)](https://markdownregistry.com/a/art_nuauzy3mkewsrnqi)

4 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 4 versions of this file, between Mar 1, 2026 and Sep 2, 2026, about one every 62 days.

versioncommittedcommitsizeaudit
v2.0.1 latest2026-09-02 5713ecc 12,984 BA view · diff
v2.0.02026-03-18 851800b 13,159 BA view · diff
v1.0.02026-03-13 0aafe73 11,408 BA view · diff
v1.0.02026-03-01 76f5252 11,027 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (12984 bytes)
  • 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
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

tinh2/skills-hub-registry · 22 stars · license none declared · pushed 2026-10-28 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_nuauzy3mkewsrnqi
GET https://markdownregistry.com/api/v1/resolve?ref=tinh2/skills-hub-registry/game-performance
GET https://markdownregistry.com/api/v1/blob/547f0ad0a09a47738b4ab5af365a2ddca631679573f88d77efa5d03da1b58022

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.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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Every file in tinh2/skills-hub-registry

Other files named game-performance

game-performance SKILL.md skill
cowork-os/cowork-os · resources/skills/game-performance/SKILL.md · Cross-engine game performance: draw call optimization, LOD, object pooling, GPU profiling, memory management, and…
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game-performance SKILL.md skill
poorvith-mp/skills-gamedev · skills/game-performance/SKILL.md · Hit frame budget: draw calls, batching, GC spikes, LOD strategy and in-engine profiling. Use when profiling frame…
git:20260912.4cb57a5 · audit A · 5 stars

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