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game-performance

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.

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SKILL.md(原文)

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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
  • 30 FPS target → 33.33ms per frame budget
  • VR (90 FPS) → 11.11ms per frame budget
  • Mobile → typically 16.67ms with thermal throttling concerns

Subdivide budget:

  • Rendering: 40-60% of budget
  • Game logic: 20-30% of budget
  • Physics: 10-20% of budget
  • Audio: 5% of budget
  • UI: 5-10% of budget

============================================================ PHASE 2: RENDERING PERFORMANCE

Step 2.1 -- Draw Call Analysis

Scan for draw call inefficiencies:

BATCHING ISSUES:

  • Are similar materials combined? (dynamic batching, static batching, SRP batcher)
  • Are sprites using texture atlases instead of individual textures?
  • Are there unnecessary material instances (unique materials per object)?
  • Are transparent objects sorted to minimize overdraw?

OVERDRAW:

  • Are there overlapping transparent/semi-transparent objects?
  • Is there unnecessary full-screen post-processing?
  • Are particle systems creating excessive layered transparency?
  • Are UI elements overlapping the game world without culling?

SHADER COMPLEXITY:

  • Are shaders using appropriate LOD for target platform?
  • Are there heavy per-pixel operations (real-time shadows on mobile)?
  • Are shader variants being compiled at runtime (causing hitches)?
  • Are there unnecessary shader features enabled (fog, lightmaps on hidden objects)?

Step 2.2 -- Texture and Asset Analysis

Scan for memory-heavy assets:

  • Textures exceeding recommended sizes for target platform
    • Mobile: max 2048x2048, prefer 1024x1024
    • PC: max 4096x4096
  • Uncompressed textures (should use DXT/ETC2/ASTC)
  • Textures without mipmaps for 3D objects
  • Textures with mipmaps for UI (wasted memory)
  • Duplicate textures or near-identical variants
  • Audio files not using appropriate compression (WAV vs OGG/MP3)

Step 2.3 -- LOD Strategy (3D only)

Check Level of Detail implementation:

  • Do complex meshes have LOD levels?
  • Are LOD transition distances appropriate?
  • Is impostoring used for very distant objects?
  • Are LOD transitions causing visible popping?
  • Are particle effects reducing complexity at distance?

============================================================ PHASE 3: MEMORY AND GARBAGE COLLECTION

Step 3.1 -- Allocation Pattern Analysis

Scan for per-frame allocations (GC pressure):

COMMON OFFENDERS:

  • String concatenation in update loops (use StringBuilder/StringBuffer)
  • LINQ queries in hot paths (allocates iterators)
  • Boxing of value types (int -> object)
  • Delegate/closure allocations in callbacks
  • new Vector3/Vector2 in loops (use ref or cache)
  • List.Add without pre-allocated capacity
  • Dictionary lookups with struct keys (boxing)
  • Coroutine allocations (use cached WaitForSeconds)
  • Foreach on non-List collections (allocates enumerator)

ENGINE-SPECIFIC:

  • Unity: GetComponent calls in Update (cache the reference)
  • Unity: Find/FindObjectOfType in Update (never acceptable)
  • Unity: Camera.main accessor (caches internally in newer versions, but verify)
  • Unreal: NewObject in Tick (use object pooling)
  • Godot: get_node in _process (cache the reference with @onready)

Step 3.2 -- Object Pooling Audit

Check for missing object pools:

  • Projectiles/bullets (spawned and destroyed frequently)
  • Particle effects (reuse vs recreate)
  • Enemy spawning (pool vs instantiate)
  • Audio sources (SFX pooling)
  • UI elements (scroll view items, damage numbers)
  • Network messages (buffer reuse)

For each pool found, verify:

  • Pool has reasonable max size
  • Objects are properly reset on return
  • Pool grows gracefully (not all-at-once)
  • Pool does not leak (objects returned after use)

Step 3.3 -- Memory Leak Detection

Scan for common leak patterns:

  • Event subscriptions without unsubscribe (OnDestroy/Dispose)
  • Static references to scene objects
  • Cached textures/assets never released
  • Unbounded lists/dictionaries that only grow
  • Circular references preventing garbage collection

============================================================ PHASE 4: PHYSICS AND UPDATE OPTIMIZATION

Step 4.1 -- Physics Configuration

Check physics settings:

  • Fixed timestep value (too small = expensive, too large = tunneling)
  • Max allowed timestep (prevents spiral of death)
  • Physics layers and collision matrix (minimize unnecessary checks)
  • Collision shape complexity (prefer primitives over mesh colliders)
  • Continuous collision detection usage (only where needed)

Step 4.2 -- Update Loop Organization

Audit update/tick methods:

  • Is work distributed across frames (not everything in one Update)?
  • Are expensive operations on timers/intervals (not every frame)?
  • Is spatial partitioning used for proximity queries (quadtree/octree/grid)?
  • Are raycasts minimized and cached where possible?
  • Are AI calculations spread across multiple frames?
  • Is culling implemented for off-screen entities?

Step 4.3 -- Spatial Partitioning

Check for spatial data structures:

  • Quadtree (2D) or Octree (3D) for spatial queries
  • Grid-based spatial hashing for uniform-size entities
  • BVH (Bounding Volume Hierarchy) for complex scenes
  • Chunk-based loading for large worlds

If none exist and the game has many entities (>100), flag as missing.

============================================================ PHASE 5: LOADING AND STREAMING

Step 5.1 -- Scene/Level Loading

Check loading patterns:

  • Synchronous loading (blocks main thread — causes freezes)
  • Async loading with progress feedback
  • Additive scene loading (load pieces, not everything)
  • Asset streaming for open-world (load/unload based on proximity)
  • Loading screen implementation quality

Step 5.2 -- Asset Loading Strategy

Evaluate asset management:

  • Are assets loaded on demand or all at startup?
  • Is there an asset manifest/preload list?
  • Are unused assets unloaded after scene transitions?
  • Is texture streaming used for large textures (3D)?
  • Are asset bundles/addressables used for DLC/update content?

============================================================ PHASE 6: PLATFORM-SPECIFIC CONCERNS

Step 6.1 -- Mobile Performance (if mobile target)

Check for:

  • Thermal throttling awareness (reduce quality over time)
  • Battery drain considerations (CPU/GPU usage)
  • Fill rate budget (mobile GPUs are fill-rate limited)
  • Minimum spec compatibility (older devices)
  • Texture compression format (ASTC for both iOS and Android)
  • Audio compression (mono SFX, stereo music, low sample rate)

Step 6.2 -- Web Performance (if web target)

Check for:

  • Bundle size analysis (total download size)
  • Asset loading waterfall (parallel vs sequential)
  • WebGL context loss handling
  • Memory limits (browser tab memory cap)
  • Web Worker usage for heavy computation
  • WASM usage for performance-critical code

Step 6.3 -- Console Performance (if console target)

Check for:

  • Memory budget adherence (platform-specific limits)
  • Certification requirements (frame rate minimums)
  • Loading time limits (platform TRC/XR requirements)
  • Storage I/O patterns (HDD vs SSD optimization)

============================================================ SELF-HEALING VALIDATION (max 2 iterations)

After producing output, validate data quality and completeness:

  1. Verify all output sections have substantive content (not just headers).
  2. Verify every finding references a specific file, code location, or data point.
  3. Verify recommendations are actionable and evidence-based.
  4. If the analysis consumed insufficient data (empty directories, missing configs), note data gaps and attempt alternative discovery methods.

IF VALIDATION FAILS:

  • Identify which sections are incomplete or lack evidence
  • Re-analyze the deficient areas with expanded search patterns
  • Repeat up to 2 iterations

IF STILL INCOMPLETE after 2 iterations:

  • Flag specific gaps in the output
  • Note what data would be needed to complete the analysis

============================================================ OUTPUT

Game Performance Analysis

Project: {name}

Engine: {detected engine}

Target Platform: {platform(s)}

Frame Budget: {ms}ms ({fps} FPS target)

Performance Summary

CategoryIssues FoundCriticalHighMediumLow
Rendering{N}{N}{N}{N}{N}
Memory/GC{N}{N}{N}{N}{N}
Physics{N}{N}{N}{N}{N}
Loading{N}{N}{N}{N}{N}
Platform{N}{N}{N}{N}{N}

Critical Findings

#CategoryFileIssueImpactFix
1{cat}{file:line}{description}{estimated ms/frame or MB}{recommended fix}

Memory Profile Estimate

  • Texture memory: {estimate}
  • Mesh memory: {estimate} (3D only)
  • Audio memory: {estimate}
  • Script data: {estimate}
  • Total estimate: {total} (budget: {platform limit})

Object Pooling Status

Entity TypePooled?Spawn RateRecommendation
{type}{yes/no}{per second}{add pool / adequate}

Frame Budget Breakdown (estimated)

SystemEstimated TimeBudget AllocationStatus
Rendering{ms}{ms}{OK/OVER}
Game Logic{ms}{ms}{OK/OVER}
Physics{ms}{ms}{OK/OVER}
Audio{ms}{ms}{OK/OVER}
UI{ms}{ms}{OK/OVER}

Optimization Priority

  1. {highest impact fix with estimated FPS improvement}
  2. {second highest}
  3. {third highest}

NEXT STEPS:

  • "Run /game-code-review to audit architecture patterns that affect performance."
  • "Run /game-qa to verify optimizations do not break functionality."
  • "Run /game-launch to run the full launch readiness pipeline."

DO NOT:

  • Do NOT run profiling tools — this is a static code analysis only.
  • Do NOT optimize prematurely — flag issues but note which are theoretical vs certain.
  • Do NOT recommend engine changes (Unity to Unreal) — work within the existing engine.
  • Do NOT ignore mobile/web constraints when those are target platforms.
  • Do NOT estimate exact frame times — use ranges and relative severity.
  • Do NOT modify code — this is an analysis skill. Report findings only.

============================================================ SELF-EVOLUTION TELEMETRY

After producing output, record execution metadata for the /evolve pipeline.

Check if a project memory directory exists:

  • Look for the project path in ~/.claude/projects/
  • If found, append to skill-telemetry.md in that memory directory

Entry format:

### /game-performance — {{YYYY-MM-DD}}
- Outcome: {{SUCCESS | PARTIAL | FAILED}}
- Self-healed: {{yes — what was healed | no}}
- Iterations used: {{N}} / {{N max}}
- Bottleneck: {{phase that struggled or "none"}}
- Suggestion: {{one-line improvement idea for /evolve, or "none"}}

Only log if the memory directory exists. Skip silently if not found. Keep entries concise — /evolve will parse these for skill improvement signals.

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