game-performance-profiler

Classify runtime performance bottlenecks in Unity and Unreal projects from profiling evidence.

40|9|Updated Jan 4, 2026
One-click install
npx skills add https://github.com/akillness/jeo-skills --skill game-performance-profiler
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-performance-profiler
Source: https://github.com/akillness/jeo-skills/tree/main/.agent-skills/game-performance-profiler
Command: npx skills add https://github.com/akillness/jeo-skills --skill game-performance-profiler

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps teams quickly frame and triage runtime performance issues in Unity and Unreal projects by converting informal complaints into a structured, engine-aware bottleneck hypothesis and a minimal action plan.

Core Features & Use Cases

  • Frame-time triage and bottleneck classification using Unity Profiler, Unreal Insights, and lightweight evidence packets.
  • Guidance for next captures (stat unit/stat gpu, device reviews, or engine-native profiling) and a reproducible route for benchmarking.
  • Escalation pathway to deeper tools only after a solid triage result, preventing scope creep.

Quick Start

Begin with a quick triage packet on the target build to identify the most likely bottleneck and the smallest next capture.

Frequently Asked Questions about game-performance-profiler

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I triage Unity frame-time spikes using the Profiler?

To triage Unity frame-time spikes, capture a runtime profile and classify the bottleneck into a defined bucket. This provides a minimal action plan with the next required capture and an escalation path.

What is the best way to find a performance bottleneck in Unreal?

The best way to find a performance bottleneck in Unreal is using lightweight evidence like stat unit outputs. This classifies the root cause and dictates the next engine-native capture step.

Can I use stat gpu outputs for quick performance triage?

Yes, you can use stat gpu outputs for quick performance triage. They serve as lightweight evidence to classify bottlenecks and determine if a deeper device-focused review or engine-native profiling is needed.

How do you classify runtime performance bottlenecks in game projects?

You classify runtime performance bottlenecks by converting informal complaints into structured hypotheses using profiler screenshots or device captures. This yields a clear bottleneck bucket and a defined next capture.

When should I escalate game performance issues to deeper profiling tools?

You should escalate game performance issues to deeper profiling tools only after a solid triage result identifies the root bottleneck. This prevents scope creep by ensuring minimal actionable steps are exhausted first.

Does game performance profiling work without a full device capture?

Game performance profiling works without a full device capture by using lightweight evidence packets. This quick triage approach identifies the most likely bottleneck and defines the smallest next capture needed.