Game Performance Optimization
/performance-optimization
Fix performance methodically: profile first, set a frame budget, find the CPU or GPU bottleneck, then pool, batch and cut allocations.
- GitHub stars
- 2,085 (repository stars as of 2026-10-21)
- License
- Apache-2.0
- Last commit
- 2026/10/09
- By
- gamedev-skills
Part of
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill performance-optimizationInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Worked steps: Frame budget math; Measure with the engine profiler; Object pooling; Cut draw calls
- A pitfalls section with the mistakes to avoid
- Bundled 1 reference doc the agent reads when needed
Good fit
- Requests about performance, optimize, low/dropping FPS, frame drops or stutter
Try this prompt
My game drops to 40 FPS in big fights. Profile it and fix the bottleneck.About this skill
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 collection/GC spikes, object pooling, or "the game runs slow".
From the performance-optimization SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- The golden rule: measure first, never guess
- Frame budget math (turn "feels slow" into a number)
- Measure with the engine profiler (do this before any fix)
- Object pooling (stop allocating/freeing in hot loops)
- Cut draw calls (the most common GPU-side win)
- Kill per-frame allocations (GC spikes = stutter)
FAQ
Works well with
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