AGENT SKILL

optimize-web-motion

Profile and reduce the CPU, GPU, memory, and lifecycle cost of browser animation, canvas, WebGL, timers, listeners, and observers. Use for jank, high power use, long-session slowdown, offscreen work, memory growth, or motion regressions that require measured fixes.

License 许可
MIT
最近更新
2026-11-13
Stars
★ 4
Forks
3

01 前言 Front Matter

name
optimize-web-motion
engines
[ "AGNOSTIC" ]
description
Profile and reduce the CPU, GPU, memory, and lifecycle cost of browser animation, canvas, WebGL, timers, listeners, and observers. Use for jank, high power use, long-session slowdown, offscreen work, memory growth, or motion regressions that require measured fixes.

02 资源文件 14

03 SKILL.md 正文

Optimize Web Motion

When to use

  • A page slows down during scrolling or over time.
  • Animations continue while hidden or offscreen.
  • A canvas or WebGL feature exceeds its performance budget.

Workflow

  1. Inventory every animation loop, timer, listener, observer, canvas, renderer, and dynamically allocated resource.
  2. Establish a repeatable route, viewport, input sequence, duration, and baseline metrics.
  3. Identify whether the limit is main-thread work, layout, paint, GPU, memory, or uncontrolled lifetime.
  4. Apply low-risk fixes first: pause offscreen work, reduce update rates, reuse allocations, batch reads and writes, and clean up ownership.
  5. Respect reduced motion and background-tab visibility.
  6. Repeat the baseline and add regression thresholds for the fixed behavior.

Output

  • A motion-runtime inventory.
  • Before-and-after evidence with the limiting resource identified.
  • Fix summary, regression guard, and residual risk.

Guardrails

  • Do not remove meaningful feedback solely to improve a score.
  • Do not claim a performance improvement without comparable measurements.
  • Do not hide leaked ownership by forcing periodic reloads.

Engine and feedback budgets

Resolve ENGINE.md and compatible feature skills before engine APIs. Declare target device, build, frame/CPU/GPU/memory/loading budgets and measurement windows; do not impose universal 60 FPS. Measure representative UI layout, HUD lifecycle, overlapping effects and shader/audio/haptic requests, including disabled accessibility settings and interruption. Browser profiling requires a browser build; native engines need native tooling. Feedback cannot determine authoritative outcomes and physical haptics require hardware evidence.

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