gds-performance-test
Design game performance testing strategy. Use when the user says "performance test" or "benchmark"
- License 许可
- MIT
- 最近更新
- 2026-07-19
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- ★ 1
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01 前言 Front Matter
- name
- gds-performance-test
- description
- Design game performance testing strategy. Use when the user says "performance test" or "benchmark"
02 资源文件 3
- 参考文档checklist.md1.8 KB
- 其他customize.toml1.6 KB
- 参考文档performance-template.md5.7 KB
03 SKILL.md 正文
Performance Testing Strategy Workflow
Goal: Design a comprehensive performance testing strategy covering frame rate, memory usage, loading times, and platform-specific requirements. Performance directly impacts player experience — this workflow produces a concrete plan with automated tests, benchmark scenarios, and platform matrices.
Your Role: You are a senior game performance engineer and QA strategist. Work with the user to identify their platforms, performance requirements, and representative content, then produce a strategy that combines automated profiling, manual testing checklists, and CI-integrated benchmarks.
Conventions
- Bare paths (e.g.
template.md) resolve from the skill root. {skill-root}resolves to this skill's installed directory (wherecustomize.tomllives).{project-root}-prefixed paths resolve from the project working directory.{skill-name}resolves to the skill directory's basename.
On Activation
Step 1: Resolve the Workflow Block
Run: python3 {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --key workflow
If the script fails, resolve the workflow block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver:
{skill-root}/customize.toml— defaults{project-root}/_bmad/custom/{skill-name}.toml— team overrides{project-root}/_bmad/custom/{skill-name}.user.toml— personal overrides
Any missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by code or id replace matching entries and append new entries, and all other arrays append.
Step 2: Execute Prepend Steps
Execute each entry in {workflow.activation_steps_prepend} in order before proceeding.
Step 3: Load Persistent Facts
Treat every entry in {workflow.persistent_facts} as foundational context you carry for the rest of the workflow run. Entries prefixed file: are paths or globs under {project-root} — load the referenced contents as facts. All other entries are facts verbatim.
Step 4: Load Config
Load config from {project-root}/_bmad/gds/config.yaml and resolve:
project_nameuser_namecommunication_languageoutput_folder
Step 5: Greet the User
Greet {user_name}, speaking in {communication_language}.
Step 6: Execute Append Steps
Execute each entry in {workflow.activation_steps_append} in order.
Activation is complete. Begin the workflow below.
WORKFLOW ARCHITECTURE
This uses an inline workflow pattern for autonomous execution:
- Steps execute sequentially, building toward a complete performance test plan document
- Platform detection and target configuration drive all subsequent decisions
- The final deliverable is a comprehensive Performance Test Plan document
- Knowledge base reference:
knowledge/performance-testing.md
Preflight Requirements
Before proceeding, verify:
- Target platforms identified (or discoverable from project files)
- Performance requirements known (target FPS, memory limits), or to be defined in Step 1
- Representative content available for testing
- Profiling tools accessible
Paths
installed_path={skill_root}validation={installed_path}/checklist.mdtemplate={installed_path}/performance-template.mddefault_output_file={output_folder}/performance-test-plan.md
Variables
target_fps=60(configurable per platform in Step 1)target_platform=auto(options:auto,pc,console,mobile)game_engine=auto(options:auto,unity,unreal,godot)
EXECUTION
<workflow>
<step n="1" goal="Define Performance Targets"> <action>Detect game engine and target platforms from project files. If ambiguous, ask the user.</action> <action>Establish frame rate targets per platform:
| Platform | Target FPS | Minimum FPS | Notes |
|---|---|---|---|
| PC (High) | 60+ | 30 | Uncapped option |
| PC (Low) | 30 | 30 | Scalable settings |
| PS5/Xbox X | 60 | 60 | Performance mode |
| PS4/Xbox One | 30 | 30 | Locked |
| Switch Docked | 30 | 30 | Stable |
| Switch Handheld | 30 | 25 | Power saving |
| Mobile (High) | 60 | 30 | Device dependent |
| Mobile (Standard) | 30 | 30 | Thermal throttling |
Filter this table to the user's actual target platforms. Adjust targets based on game genre and user input. </action> <action>Establish memory budgets per target platform:
| Platform | Total RAM | Game Budget | Notes |
|---|---|---|---|
| PC (Min spec) | 8 GB | 4 GB | Leave room for OS |
| PS5 | 16 GB | 12 GB | Unified memory |
| Xbox Series X | 16 GB | 13 GB | With Smart Delivery |
| Switch | 4 GB | 2.5 GB | Tight constraints |
| Mobile | 4-6 GB | 1.5-2 GB | Background apps |
</action> <action>Establish loading time targets:
| Scenario | Target | Maximum |
|---|---|---|
| Initial boot | < 10s | 30s |
| Level load | < 15s | 30s |
| Fast travel | < 5s | 10s |
| Respawn | < 3s | 5s |
Adjust based on genre (e.g., fast travel may not apply to linear games). </action> </step>
<step n="2" goal="Identify Test Scenarios"> <action>Define stress test scenarios for frame rate validation:
SCENARIO: Maximum Entity Count
GIVEN game level with normal enemy spawn
WHEN enemy count reaches 50+
THEN frame rate stays above minimum
AND no visual artifacts
AND audio doesn't stutter
SCENARIO: Particle System Stress
GIVEN combat with multiple effects
WHEN 20+ particle systems active
THEN frame rate degradation < 20%
AND memory allocation stable
SCENARIO: Draw Call Stress
GIVEN level with maximum visible geometry
WHEN camera shows worst-case view
THEN frame rate stays above minimum
AND no hitching or stuttering
</action> <action>Define memory test scenarios:
SCENARIO: Extended Play Session
GIVEN game running for 4+ hours
WHEN normal gameplay occurs
THEN memory usage remains stable
AND no memory leaks detected
AND no crash from fragmentation
SCENARIO: Level Transition
GIVEN player completes level
WHEN transitioning to new level
THEN previous level fully unloaded
AND memory baseline returns
AND no cumulative growth
</action> <action>Define loading test scenarios:
SCENARIO: Cold Boot
GIVEN game not in memory
WHEN launching game
THEN reaches interactive state in < target
AND loading feedback shown
AND no apparent hang
SCENARIO: Save/Load Performance
GIVEN large save file (max progress)
WHEN loading save
THEN completes in < target
AND no corruption
AND gameplay resumes smoothly
</action> <action>Adapt scenario details to match the specific game type and identified systems</action> </step>
<step n="3" goal="Define Test Methodology"> <action>Generate automated performance test code for the detected engine</action>
<check if="engine == 'unity'"> <action>Generate Unity Performance Test Runner examples:
[UnityTest]
public IEnumerator Performance_CombatScene_MaintainsFPS()
{
using (Measure.ProfilerMarkers(new[] { "Main Thread" }))
{
SceneManager.LoadScene("CombatStressTest");
yield return new WaitForSeconds(30f);
}
var metrics = Measure.Custom(new SampleGroupDefinition("FPS"));
Assert.Greater(metrics.Median, 30, "FPS should stay above 30");
}
</action>
</check>
<check if="engine == 'unreal'"> <action>Generate Unreal Automation test examples:
bool FPerformanceTest::RunTest(const FString& Parameters)
{
float StartTime = FPlatformTime::Seconds();
for (int i = 0; i < 100; i++)
GetWorld()->SpawnActor<AStressTestActor>();
float FrameTime = FApp::GetDeltaTime();
TestTrue("Frame time under budget", FrameTime < 0.033f);
return true;
}
</action>
</check>
<check if="engine == 'godot'"> <action>Generate Godot benchmark test examples:
func test_performance_entity_stress():
var frame_times = []
for i in range(100):
var entity = stress_entity.instantiate()
add_child(entity)
for i in range(300):
await get_tree().process_frame
frame_times.append(Performance.get_monitor(Performance.TIME_PROCESS))
var avg_frame_time = frame_times.reduce(func(a, b): return a + b) / frame_times.size()
assert_lt(avg_frame_time, 0.033, "Average frame time under 33ms (30 FPS)")
</action>
</check>
<action>Define manual profiling checklists:
CPU Profiling
- [ ] Identify hotspots using engine profiler
- [ ] Check GC frequency and allocation pressure
- [ ] Verify multithreading usage and thread contention
GPU Profiling
- [ ] Draw call count at target scenes
- [ ] Overdraw analysis on complex areas
- [ ] Shader complexity assessment
Memory Profiling
- [ ] Heap allocation patterns over a 30-minute session
- [ ] Asset memory usage by category
- [ ] Leak detection across multiple level loads </action> </step>
<step n="4" goal="Create Benchmark Suite"> <action>Define the benchmark levels and their purpose:
| Benchmark | Purpose | Duration |
|---|---|---|
| Combat Stress | Max entities, effects | 60s |
| Open World | Draw distance, streaming | 120s |
| Menu Navigation | UI performance | 30s |
| Save/Load | Persistence performance | 30s |
Adapt benchmark names and durations to match the actual game content. </action> <action>Define baseline capture process: 1. Run benchmarks on reference hardware (document hardware specs) 2. Record baseline metrics (avg FPS, P95 frame time, peak memory) 3. Set regression thresholds (e.g., 10% FPS degradation = fail, 5% memory growth = fail) 4. Integrate benchmarks into CI pipeline as gated checks </action> </step>
<step n="5" goal="Platform-Specific Testing"> <action>Define platform-specific testing requirements for each target platform</action>
<check if="platform includes 'pc'"> <action>PC testing requirements: - Test across min/recommended hardware specs - Verify quality settings (Low/Medium/High/Ultra) all perform within budget - Check VRAM usage at each quality tier - Test at multiple resolutions (1080p, 1440p, 4K) </action> </check>
<check if="platform includes 'console'"> <action>Console testing requirements: - Test in both Performance and Quality modes if applicable - Verify thermal throttling behavior during extended sessions - Check suspend/resume impact on frame rate and memory - Test with varying storage speeds (internal SSD vs extended storage) </action> </check>
<check if="platform includes 'mobile'"> <action>Mobile testing requirements: - Test on low/mid/high tier representative devices - Monitor thermal throttling onset time and severity - Measure battery drain per hour of gameplay - Test with background apps consuming memory </action> </check> </step>
<step n="6" goal="Generate Performance Test Plan">
<action>Load {template} and use it as the structural foundation for the output document</action>
<action>Compile all information from Steps 1-5 into a comprehensive Performance Test Plan at {default_output_file} with this structure:
# Performance Test Plan: {project_name}
## Performance Targets
[FPS tables filtered to target platforms]
[Memory budget tables]
[Loading time targets]
## Test Scenarios
### Frame Rate Tests
[Stress test scenarios from Step 2]
### Memory Tests
[Extended play and leak detection scenarios]
### Loading Tests
[Boot, level load, save/load scenarios]
## Methodology
### Automated Tests
[Engine-specific code examples]
[CI integration instructions]
### Manual Profiling
[Checklists from Step 3]
[Tools to use per engine]
## Benchmark Suite
[Benchmark definitions from Step 4]
[Baseline capture process]
[Regression thresholds]
## Platform Matrix
[Platform-specific requirements from Step 5]
## Regression Criteria
[Quantified thresholds: FPS drop %, memory growth %, load time delta]
[CI gate configuration]
## Schedule
[When performance tests run: nightly, per-sprint, pre-release]
[Who reviews results and owns regressions]
</action>
<action>Load and apply {validation} checklist to verify all deliverables are complete</action>
<action>Present a summary of what was produced and the recommended next steps to the user</action>
<action>Run: python3 {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --key workflow.on_complete — if the resolved value is non-empty, follow it as the final terminal instruction before exiting.</action>
</step>
</workflow>
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