Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
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Use when touching anything that runs per frame, adding entities/effects at scale, or answering a stutter/frame-drop report - frame budgets per target FPS, per-system split, the profiler per engine, before/after numbers, and threshold tests.
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A game has a hard deadline every frame. Miss it and the player sees a hitch, whatever the average says. Performance work is therefore budgeting and measuring, not guessing: know the budget, measure before, change one thing, measure after, write both numbers down.
Core principle: No optimisation without a before and after measurement on the same scene, build type and machine. No hot-path change without proof it did not get slower.
| Target | Frame budget | Typical for |
|---|---|---|
| 30 FPS | 33.3 ms | low-end mobile, some console cinematics |
| 60 FPS | 16.67 ms | default for this agent unless the task or repo says otherwise |
| 90 FPS | 11.1 ms | VR minimum |
| 120 FPS | 8.33 ms | high-refresh displays, competitive games |
| 144 FPS | 6.94 ms | PC competitive |
Split it per system and leave headroom. An example 60 FPS CPU split (replace with the repository's own if it has one):
| System | Budget |
|---|---|
| Gameplay scripts | 3.0 ms |
| Physics | 2.0 ms |
| AI and pathfinding | 2.0 ms |
| Animation | 1.5 ms |
| Rendering (CPU submit) | 4.5 ms |
| UI | 1.0 ms |
| Audio | 0.5 ms |
| Headroom (OS, spikes, GC) | 2.17 ms |
GPU time is a separate 16.67 ms; a frame is bound by whichever of CPU or GPU is slower. Memory gets a per-platform ceiling, and mobile adds thermal throttling: a game that holds 60 for two minutes and then drops is over budget.
| Engine | Frame/CPU | Allocations / memory | Instrument your code |
|---|---|---|---|
| Unity | Profiler (CPU, Rendering, Physics modules), Profile Analyzer for before/after | Profiler GC Alloc column, Memory Profiler | ProfilerMarker / using (marker.Auto()); Performance Testing package Measure.Method |
| Godot | Debugger → Profiler, Visual Profiler, Monitors | Monitors: object/resource/node counts, static memory | Performance.get_monitor(...), Time.get_ticks_usec() around a block |
| Unreal | stat unit, stat game, stat gpu, Unreal Insights (-trace=cpu,frame,gpu) | memreport -full, LLM (-llm) | TRACE_CPUPROFILER_EVENT_SCOPE(Name), SCOPE_CYCLE_COUNTER |
| Web | Chrome Performance panel (Bottom-up), renderer.info (three.js), Babylon Inspector | Memory panel heap snapshots before/after a scene change | performance.mark / performance.measure |
| Bevy | FrameTimeDiagnosticsPlugin + LogDiagnosticsPlugin, Tracy via the trace_tracy feature | Tracy memory | info_span!("name").entered() |
Profile a development build on the target class of device where you can; an editor profile carries editor overhead and a desktop GPU hides mobile limits. Headless Chromium renders WebGL in software — never judge frame time from it.
Put this in the closing message whenever a hot path changed:
Scene: Arena_Stress (200 enemies), dev build, M2 MacBook, 60 FPS target
before after
frame median 14.1 ms 11.8 ms
frame p99 22.7 ms 13.9 ms
GC alloc / frame 3.2 KB 0 B
AI.Update 4.6 ms 2.1 ms (path requests time-sliced, 8 per frame)
Median hides hitches — always report a high percentile (p95/p99) or the worst frame too. If you could not profile on this machine, say so and give the test-level number you did get.
A performance test fails when the budget is exceeded, otherwise it is a log line nobody reads.
[Test]
public void StepAll_200Agents_StaysUnderTwoMs() {
var grid = TestGrids.Arena64();
var agents = TestAgents.Spawn(200, seed: 7);
for (int i = 0; i < 5; i++) Pathfinder.StepAll(grid, agents, maxRequests: 8);
var samples = new double[31];
var sw = new System.Diagnostics.Stopwatch();
for (int i = 0; i < samples.Length; i++) {
sw.Restart(); Pathfinder.StepAll(grid, agents, maxRequests: 8); sw.Stop();
samples[i] = sw.Elapsed.TotalMilliseconds;
}
Array.Sort(samples);
Assert.That(samples[samples.Length / 2], Is.LessThan(2.0), "AI budget is 2 ms at 60 FPS");
}
The same shape works in every runner: warm up, take N samples, assert on the median (and a looser bound on the max). Where the repository uses a benchmark harness — Unity's Performance Testing package (Measure.Method), criterion in Rust, Vitest bench — record with it and keep the assertion. Keep thresholds generous enough for CI noise and tight enough to catch a 2× regression. Allocation tests are exact: zero means zero (unity-performance-and-gc).
GetComponent, Find, get_node, TActorIterator per frame.set_process(false) / VisibleOnScreenEnabler2D, Unity disabling components or CullingGroup, Unreal PrimaryActorTick.bCanEverTick = false and tick intervals, Bevy run conditions.No reviews yet. Tell others what you thought.
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Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
The English summary is being prepared. Showing the original description.
Use when the diff adds or changes an endpoint, resolver, RPC, job or query that takes an object id, a role check, a request binding or a tenant filter - BOLA/IDOR, function-level authorization, mass assignment and tenant scoping
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Use on every UI change - semantic HTML, labels for controls, keyboard-navigable dialogs/menus, visible focus, and never color as the only signal
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Use when a task changes any screen, form, dialog, menu or control - Lighthouse/axe scan of the changed screens, a keyboard walk, and the thresholds that fail a task
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How to work a task returned with review, QA or UAT findings. Use when a task is in need_revision or PR review comments are in your context.
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Use when the repository keeps its alerting in code, or a person asks for alerts outside TaskTrooper - PrometheusRule YAML, a Cloud Monitoring alert policy in Terraform, a Datadog monitor, each routed to TaskTrooper's alert ingest URL so it opens an incident here
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