AGENT SKILL

profile-application-performance

Plan and execute evidence-driven performance profiling using tools supported by the host architecture. Use for slow startup, CPU spikes, memory growth, hangs, jank, high I/O, thermal cost, battery impact, or regressions that require measured diagnosis.

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

01 前言 Front Matter

name
profile-application-performance
engines
[ "AGNOSTIC" ]
description
Plan and execute evidence-driven performance profiling using tools supported by the host architecture. Use for slow startup, CPU spikes, memory growth, hangs, jank, high I/O, thermal cost, battery impact, or regressions that require measured diagnosis.

02 资源文件 1

03 SKILL.md 正文

Profile Application Performance

When to use

  • A performance problem is reproducible but its limiting resource is unknown.
  • A change needs before-and-after performance evidence.
  • A release requires explicit budgets and residual-risk reporting.

Workflow

  1. Define the user-visible symptom, workload, environment, warmup, duration, and success threshold.
  2. Choose profilers supported by the active architecture; prefer built-in diagnostics before adding dependencies.
  3. Capture a baseline across CPU, allocation or memory, I/O, network, startup, and frame timing as relevant.
  4. Form one hypothesis from the dominant evidence and change one ownership boundary or hot path at a time.
  5. Repeat the same workload and compare distributions rather than one sample.
  6. Record measurement limitations, regressions, and monitoring recommendations.

Output

  • A reproducible profiling protocol.
  • Baseline and comparison evidence with units and environment.
  • Root-cause confidence, remediation, residual risk, and regression thresholds.

References

  • Read skills/build-gameplay-runtime/references/bounded-world-work.md in the resolved Hephaera baseline (.hephaera/skills/build-gameplay-runtime/references/bounded-world-work.md from an installed host's root) when profiling identifies world-query, queue, navigation, allocation, or residency costs. Use comparable workloads and distinguish fixture correctness from actual engine/device performance before selecting a custom technique.
  • Read skills/build-gameplay-runtime/references/rendering-diagnostics.md in the resolved Hephaera baseline (.hephaera/skills/build-gameplay-runtime/references/rendering-diagnostics.md from an installed host's root) when render cost or visual defects need paired CPU/GPU/memory and visual evidence. Keep renderer, workload, quality, and target conditions comparable.

Guardrails

  • Do not optimize from intuition alone.
  • Do not compare runs with materially different workloads or environments.
  • Do not add production telemetry that captures secrets or personal data.

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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