perf-profile — Claude Code skill: profiling and installation
This skill finds bottlenecks, checks measurements against performance budgets, and ranks optimization work. Use it for game-system and code profiling.
npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile -a claude-codeWhat perf-profile does
perf-profile profiles one named system or the whole project. It checks costly _process(), Update(), and Tick() paths, nested loops, per-frame allocations, expensive physics queries, memory growth, rendering load, asset I/O, save and load paths, and network messages. The result ranks optimization recommendations.
The skill reads committed budgets for target framerate, frame time, draw calls, and memory before reviewing the code and available profiling artifacts. It can write the report to production/polish/[scope]-report-[date].md. Missing inputs stop the relevant assessment rather than inviting an estimate. A missing budget produces NOT ASSESSED, so that status is a reason to check project configuration before acting on the report.
What it helps with
- find bottlenecks in game systems
- compare frame time with a project budget
- inspect per-frame allocations and leaked references
- check draw-call and rendering costs
- rank performance fixes by priority
Example prompts for the agent
- Run
/perf-profile fulland profile the whole project against its configured budgets. - Run
/perf-profile system-nameand inspect that system’s available performance data. - Review the budgets, then write the result to
production/polish/[scope]-report-[date].md.
How to install perf-profile
1Skills CLI (Vercel)
npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile -a claude-code2Manually: put the files in place
~/.claude/skills/perf-profile/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/perf-profile/
1Skills CLI (Vercel)
npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile -a codex2Manually: put the files in place
.agents/skills/perf-profile/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile -a cursor2Manually: put the files in place
.cursor/skills/perf-profile/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install Donchitos/Claude-Code-Game-Studios perf-profile2Manually: put the files in place
.github/skills/perf-profile/SKILL.md1Skills CLI (Vercel)
npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile -a gemini-cli2Platform CLI
gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios --path .claude/skills/perf-profileManually: put the files in place
.devin/skills/perf-profile/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about perf-profile
How do I install perf-profile in Claude Code?
Run npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile -a claude-code, then run npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile -a claude-code again. The skill file is at ~/.claude/skills/perf-profile/SKILL.md.
What does perf-profile do?
It reviews CPU, memory, rendering, and I/O hotspots, compares measurements with configured budgets, and produces ranked optimization recommendations.
What happens when a metric has no budget or required input?
That section is marked NOT ASSESSED instead of being estimated. If every required input is absent, the profile stops with an overall NOT ASSESSED verdict.
Source text
SKILL.md · MIT
---
name: perf-profile
description: "Performance profiling — find bottlenecks, measure against budgets, produce ranked optimization recommendations."
argument-hint: "[system-name or 'full']"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/perf-profile/../../hooks/yaml-helper.sh" resolve_config *), Bash(bash "*/.claude/skills/perf-profile/../../hooks/yaml-helper.sh" get_effective_yaml_key *)
model: sonnet
---
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys performance.enforce,automation,workflow`
Resolved above — use as-is. No block → defaults in
`.claude/docs/config-resolution.md`.
# Performance Profile
Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md`
(collaborative asks always · guided major-only · autonomous logs and proceeds;
`automation_always_ask` categories always prompt).
## Insufficient input — check this before producing any report
**If the inputs this skill needs do not exist, the answer is "could not run" —
not a filled-in report.** Check first, and stop if the check fails.
1. List the inputs this skill reads (data files, prior reports, profiler output,
test results, registries, source code).
2. For each, record `FOUND` or `ABSENT` — not "assumed present".
3. If any input required for a section is ABSENT, that section is
**`NOT ASSESSED — NO DATA`**. Do not estimate it, do not infer it from an
adjacent artifact, and do not leave a mandated cell to be filled by whoever
reads the template next.
4. If **every** required input is ABSENT, stop and report
**`NOT ASSESSED — NO DATA`** as the whole verdict, naming what was missing and
which skill produces it.
**A verdict of `NOT ASSESSED` is a success.** It is the correct, useful answer to
"what does the data say?" when there is no data. The failure mode this prevents is
specific: a report whose verdict enum has no "could not run" state produces
**false clean passes** — an asset audit returning COMPLIANT on a project with no
assets and no standards, or a performance profile reporting ">99% headroom against
a 16.67ms budget" with zero profiler data and no budget ever set.
**Absence of evidence is never evidence of absence.** A scan that finds no
matches because there are no files to scan has not verified anything. Say which of
the two happened — a reader cannot tell from a green result.
---
## Phase 0: Resolve Budget Enforcement
`performance.enforce` decides what a budget violation *means* in this run. It
does not change which budgets are measured — `performance.target_framerate`,
`frame_budget_ms`, `draw_call_limit` and `memory_ceiling_mb` are profiled the
same way at every level:
| Value | Effect on this profile's findings |
|-------|-----------------------------------|
| `warn` (default) | Violations are reported as findings. They do not block; CI logs them without failing. |
| `block` | Violations are **blockers**. Say so explicitly in the report — a `block` project treats an over-budget system as release-stopping, and `/gate-check` will FAIL the Polish gate on it. |
| `off` | Budgets are informational only. Still report measured values, but do not raise violations as findings or recommendations to fix. |
Only `warn`, `block` and `off` are recognized. Surface any other value to the
user and fall back to `warn` rather than guessing.
> The value is locally overridable (`/settings --local performance.enforce=block`),
> so use the resolved block above rather than reading `project.yaml` — a
> teammate's stricter local setting is meant to bite on their machine only.
## Phase 1: Determine Scope
Read the argument:
- System name → focus profiling on that specific system
- `full` → run a comprehensive profile across all systems
---
## Phase 2: Load Performance Budgets
**Read the committed budgets from config first** — they are the project's
record of what it agreed to, and design docs are the fallback, not the source:
```bash
bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" get_effective_yaml_key performance.target_framerate
bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" get_effective_yaml_key performance.frame_budget_ms
bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" get_effective_yaml_key performance.draw_call_limit
bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" get_effective_yaml_key performance.memory_ceiling_mb
```
Run each line as its own plain command, one key per call: the helper moves to
the project root itself, so it works when the session was started in a
subfolder, and this skill pre-approves that form only (a `source` or `cd ... &&`
wrapper asks the user every time). Empty output means that budget is not set.
> **Resolve these budgets from `project.yaml`, not from prose.** Phase 0 above
> states these four budgets "are profiled the same way at every level". A user
> who set `performance.target_framerate: 60` in `project.yaml` has it ignored if
> the budget is read from design docs or CLAUDE.md instead.
Then fall back to design docs or CLAUDE.md for anything config does not carry:
- Target FPS (e.g., 60fps = 16.67ms frame budget)
- Memory budget (total and per-system)
- Load time targets
- Draw call budgets
- Network bandwidth limits (if multiplayer)
**A metric with no committed budget is `NOT ASSESSED`, not a pass.** Do not
measure against the template's `[16.67ms]` placeholder — an unset budget is not
a budget that was met, and reporting headroom against a number nobody chose is
the exact fabrication this skill's own header warns about.
---
## Phase 3: Analyze Codebase
**CPU Profiling Targets:**
- `_process()` / `Update()` / `Tick()` functions — list all and estimate cost
- Nested loops over large collections
- String operations in hot paths
- Allocation patterns in per-frame code
- Unoptimized search/sort over game entities
- Expensive physics queries (raycasts, overlaps) every frame
**Memory Profiling Targets:**
- Large data structures and their growth patterns
- Texture/asset memory footprint estimates
- Object pool vs instantiate/destroy patterns
- Leaked references (objects that should be freed but aren't)
- Cache sizes and eviction policies
**Rendering Targets (if applicable):**
- Draw call estimates
- Overdraw from overlapping transparent objects
- Shader complexity
- Unoptimized particle systems
- Missing LODs or occlusion culling
**I/O Targets:**
- Save/load performance
- Asset loading patterns (sync vs async)
- Network message frequency and size
---
## Phase 4: Generate Profiling Report
**Write the report to `production/polish/[scope]-report-[date].md`**, asking first
per the Collaboration Protocol: *"May I write this profiling report to
`production/polish/[scope]-report-[date].md`?"* Create the directory if absent.
> **Name the destination — do not just render the template into the
> conversation.** A profile that lives only in the transcript is gone the moment
> the session ends, and no two runs can be compared. `production/polish/`
> is the same location `/team-polish` writes, deliberately: a profile taken by
> either route belongs in one place, or the comparison this skill exists to enable
> cannot be made.
>
> If a `NOT ASSESSED` section survives into the report, keep it in the written
> file. A profile whose gaps are edited out on the way to disk reads, later, as a
> complete measurement.
```markdown
## Performance Profile: [System or Full]
Generated: [Date]
### Performance Budgets
| Metric | Budget | Estimated Current | Status |
|--------|--------|-------------------|--------|
| Frame time | [16.67ms] | [estimate] | [OK/WARNING/OVER/NOT ASSESSED] |
| Memory | [target] | [estimate] | [OK/WARNING/OVER/NOT ASSESSED] |
| Load time | [target] | [estimate] | [OK/WARNING/OVER/NOT ASSESSED] |
| Draw calls | [target] | [estimate] | [OK/WARNING/OVER/NOT ASSESSED] |
### Hotspots Identified
| # | Location | Issue | Estimated Impact | Fix Effort |
|---|----------|-------|------------------|------------|
### Optimization Recommendations (Priority Order)
1. **[Title]** — [Description]
- Location: [file:line]
- Expected gain: [estimate]
- Risk: [Low/Med/High]
- Approach: [How to implement]
### Quick Wins (< 1 hour each)
- [Simple optimization 1]
### Requires Investigation
- [Area that needs actual runtime profiling to confirm impact]
```
Output the report with a summary: top 3 hotspots, estimated headroom against
each budget that is set — for a metric with none, `no budget set — headroom not
assessed` — and recommended next action.
---
## Phase 5: Scope and Timeline Decision
Activate this phase only if any hotspot has Fix Effort rated M or L.
Present significant-effort items and ask the user to choose for each:
- **A) Implement the optimization** (proceed with fix now or schedule it — at `workflow: minimal`, which has no sprints, add it to the brief's build order)
- **B) Reduce feature scope** (run `/scope-check [feature]` to analyze trade-offs)
- **C) Accept the performance hit and defer to Polish phase** (log as known issue)
- **D) Escalate to technical-director for an architectural decision** (run `/architecture-decision`)
If multiple items are deferred to Polish (choice C), record them under `### Deferred to Polish`.
---
## Verdict
Close every run that produced a report — whether or not Phase 5 ran — with:
Verdict: **COMPLETE** — performance profile generated (saved to
`production/polish/[scope]-report-[date].md` if the write was approved). The only
other outcome is the `NOT ASSESSED — NO DATA` path above.
---
## Phase 6: Next Steps
- If bottlenecks require architectural change: run `/architecture-decision`.
- If scope reduction is needed: run `/scope-check [feature]`.
- To schedule optimizations: run `/sprint-plan update` (at `workflow: minimal`, which has no sprints, add them to the brief's build order instead).
### Rules
- Never optimize without measuring first — gut feelings about performance are unreliable
- Recommendations must include estimated impact — "make it faster" is not actionable
- Profile on target hardware, not just development machines
- Static analysis (this skill) identifies candidates; runtime profiling confirms
© Donchitos · MIT · Donchitos/Claude-Code-Game-Studios