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SKILL verified MIT Self-run

Diagnosing Perf Regressions

skill-summerengine-summer-diagnosing-perf-regressions · by SummerEngine

Find why frame rate, frame time, or load time got worse since a known-good state — regression hunting, not general performance tuning.

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$ agentstack add skill-summerengine-summer-diagnosing-perf-regressions

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Diagnosing Performance Regressions

Overview

There is a difference between "this game is slow" and "this game got slow." This skill is for the second one.

Core principle: A regression has a cause. The cause is a specific change. Bisect to find the change, then root-cause from there.

This skill is not general performance tuning. If the game has always run at 30fps and you want to push it to 60, that is tune-performance (the domain skill for budget-driven optimization). This skill is the diagnostic — what broke, where, when.

When To Use

  • "It used to run at 60fps, now it's at 30."
  • "Load time was 3s yesterday, now it's 15s."
  • "Frame stutters started after I added X."
  • "Build went from buttery to choppy and I don't know why."

When NOT To Use

  • "The game has always been slow, help me speed it up." → tune-performance.
  • "I want to know if my game is fast enough to ship." → tune-performance.
  • "The game crashes." → debug.

The Iron Law

NO PERF FIX WITHOUT A KNOWN-GOOD vs KNOWN-BAD MEASUREMENT

You cannot fix a regression you have not measured. Eyeballing "feels laggy" is not a measurement. Get a number for the good state and a number for the bad state before touching code.

The Loop

  Measure now → Find last good → Bisect changes → Match to a cliff → A/B fix → Re-measure

1. Measure now

Measure in a RunVerification probe, not by eye. It spawns a hidden, disposable game instance with a real renderer, so Performance.get_monitor(...) returns the game's actual numbers and the user's editor session is untouched.

summer_batch ops:[{"op":"RunVerification","probe_source":"","max_seconds":20}]
extends SummerProbeBase
func _ready() -> void:
    await super._ready()
    await get_tree().process_frame
    var samples: Array = []
    for i in 30:                                  # ~5 s at 60 fps, sampled over time
        await get_tree().create_timer(0.16).timeout
        samples.append(Performance.get_monitor(Performance.TIME_FPS))
    report("fps_samples", samples)                # spike pattern lives here
    report("draw_calls", Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME))
    report("bodies_3d", Performance.get_monitor(Performance.PHYSICS_3D_ACTIVE_OBJECTS))
    report("objects", Performance.get_monitor(Performance.RENDER_TOTAL_OBJECTS_IN_FRAME))
    dump_tree()
    finish()

What to capture:

| Metric | Source | Why | |---|---|---| | Avg FPS / frame time | Performance.TIME_FPS / TIME_PROCESS sampled in the probe | Headline number | | Spike pattern | the per-sample FPS array above | Steady 30 vs intermittent stutters → different causes | | Scene complexity | probe dump_tree() for the live tree; summer_get_scene_tree for the edited scene | Establishes baseline for instance/body count cliffs |

summer_get_diagnostics does not report performance. It returns counts of console errors, debugger errors, debugger warnings and script errors. Use it to confirm the slow run isn't also throwing, never as a source of FPS or draw-call numbers.

Discard every sample from the first second — TIME_FPS is a per-second average and reads exactly 1.0 until it has a second of history. A leading run of 1.0 in the array is warm-up, not a stall.

Write the bad-state number down. "Scene Level3 runs at 31fps avg, drops to 12fps when 5+ enemies are on screen."

2. Find the last known-good state

Ask the user: when did it last run well? Then go to the VCS:

git log --oneline --since="" --until="now"

If they can name a commit ("it was fine on Monday's build"), check that out and measure it the same way. You now have:

  • Known good: commit X, scene Level3, 60fps avg.
  • Known bad: HEAD, scene Level3, 31fps avg.

If they can't name a date: ask for the rough window, list the commits, ask which ones are likely candidates. Do not bisect blind across 200 commits.

3. Bisect the changes

git log --oneline ..HEAD

Read the list. Group commits into suspects:

| Likely culprit | Why | |---|---| | Big asset imports (.glb, textures, audio) | GPU memory, draw-call count | | New shaders or material changes | Compilation stalls, overdraw, pipeline switches | | Scene additions (enemies, props, lights) | Physics-body count, instance count, light count | | _process / _physics_process additions | CPU per-frame cost | | Signal connections in tight loops | Hidden per-frame cost | | Particle systems | GPU + CPU | | @tool scripts running in editor | Misleading editor FPS | | Resource preload changes | First-use stalls |

If a single commit is the obvious suspect (e.g. "Added 200 enemies to spawner"), test it first. Otherwise actually git bisect — check out the midpoint, measure FPS, repeat. Don't theorize through it; the bisect is fast and definitive.

4. Match to one of the four Summer Engine performance cliffs

Godot 4.x regressions cluster heavily into four categories. Knowing them shortens diagnosis to minutes.

| Cliff | Symptom | How to verify | Common cause | |---|---|---|---| | Too many physics bodies | FPS scales inversely with on-screen actor count, no GPU pressure | Count active CharacterBody/RigidBody/Area nodes; FPS doubles when half are queue_freed | Spawner with no upper cap; bullets/particles using physics bodies; collision layers too broad | | Shader compilation stalls | First-frame or first-effect-fire stutter, then smooth; only on shipped builds, not editor | Frame-time spike on first cast/shot; clean after; OS.has_feature("editor") differences | New shader added; unique material not pre-warmed; pipeline cache not built | | GPU instance count / draw calls | Steady low FPS, scales with what's on screen, no CPU pressure | RenderingServer perf monitors show high draw call count; FPS recovers when camera looks away | Forgot to enable MultiMeshInstance; unique materials per instance breaking instancing; too-detailed LOD0 | | Transparent overdraw | FPS tanks when looking at smoke, fire, foliage, glass — fine otherwise | Look at the offending region, FPS drops; look away, recovers | New particle effect with large quads; transparent UI over the viewport; fog/volumetrics |

If the bad-state symptom matches one row, you have your hypothesis. Verify by reverting just the change you suspect and re-measuring.

5. A/B with one variable

This is the most violated step. Discipline:

  • Revert one suspect commit (or stub the suspect feature behind a flag).
  • Rebuild / reload the scene.
  • Measure FPS the same way you did in step 1.
  • Compare to known-bad. Did it recover?

If yes → root cause confirmed. Now decide: fix the change, or accept the perf cost. If no → that wasn't it. Restore. Try the next suspect.

Never revert multiple changes at once during diagnosis. You will not know which one was the cause, and the bug will return on the next merge.

6. Re-measure after the fix

The fix is not done until the same measurement that found the regression returns the good number. Same scene, same play duration, same warm-up.

Re-run the identical probe from step 1 — same scene, same sample count, same drive sequence. A number taken a different way is not a comparison.

State the result with the number: "Reverted the per-frame get_tree().get_nodes_in_group() call in enemy_manager.gd. Level3 back to 58fps avg." Not "should be faster now."

When To Escalate

| Situation | Go to | |---|---| | Regression confirmed and root cause known, but the fix is "make the feature cheaper" rather than "undo the change" | tune-performance for the optimization pass | | The regression turns out to be a crash or error in disguise (the slow path is throwing exceptions in a tight loop) | debug | | The cause is a Godot version change or engine-side regression | Surface to the user; this is not a project-side fix | | Bisect lands on a commit that touches 40 files | Subdivide the commit: check out the commit, revert subsets, re-measure |

Red Flags — STOP

| Red flag | Reality | |---|---| | "Just optimize the whole scene" | That's tuning, not regression diagnosis. Find what changed first. | | Reverting 3 commits at once to "see if it helps" | You learn nothing. Revert one. | | Eyeballing "feels slow" without measuring | You will optimize the wrong thing. Get a number. | | Skipping the known-good measurement | Without a baseline, you don't know when you're done. | | Reading the slow scene's code top-to-bottom looking for inefficiency | The regression is in what changed, not in what was already there. | | Adding caching / pooling / LOD before identifying the cause | These are tuning moves. They can hide the regression instead of fixing it. | | Trusting editor FPS as ground truth | Editor runs @tool scripts, debug overlays, and a different render pipeline. Measure in a RunVerification probe or a built binary. | | Profiling with --headless | No renderer: draw calls read 0.0 and the FPS figure is a bare loop rate. The verify instance is windowed-offscreen for exactly this reason. | | Quoting FPS from summer_get_diagnostics | It returns error/warning counts only. That number did not come from where you said it did. | | "Maybe it's just a Tuesday thing" | Performance does not regress randomly. There is a cause. |

Rationalization Prevention

| Excuse | Reality | |---|---| | "User wants it fixed now, no time to bisect" | Bisect is 5-15 minutes. Blind optimization can burn a day. | | "The slow commit is obvious, no need to A/B" | The "obvious" cause is wrong ~30% of the time. Verify before fixing. | | "I'll measure after I fix it" | If you don't have the bad number, you can't prove the fix worked. | | "It's probably just Godot" | Engine-side regressions exist but are rare. Suspect your project first. | | "Adding a pool / LOD / cache will help anyway" | Premature optimization on the wrong system is wasted work. |

When The Engine Isn't Running

If the MCP tools report the engine isn't running:

  1. Get it running. summer run starts it and restores the probe route. That is one command, and it is almost always the right answer — do not degrade to interviewing the user because a tool returned "not running" once.
  2. If you have shell access, you can run a probe without the editor at all. The same verify instance is a plain flag on the Summer binary:

``bash "" --path \ --summer-verify \ --summer-verify-out \ --summer-verify-max 20 ``

Then read /results.json (reports, frames, errors_seen, duration_ms). Locate the binary rather than guessing a path — on macOS it is the executable inside the installed Summer.app bundle. The probe file must extend the probe base; when you invoke the binary directly, write the base alongside it and extends it by path.

  1. Only if neither is possible: ask the user for an in-game perf overlay reading (FPS, frame time, draw call count) and walk the bisect with them — "run on commit X, tell me the FPS; run on commit Y, tell me the FPS."
  2. Do not claim a fix is verified from code reading alone.

The Bottom Line

A regression is a delta. Diagnose the delta, not the codebase.

Measure now. Measure last-good. Bisect what changed. Match to a Godot perf cliff. A/B one variable. Re-measure. Done.

Related skills:

  • tune-performance — for general optimization once the regression is fixed or when no regression exists.
  • investigating-bugs — when the slow path turns out to be a logic bug (errors in a tight loop).
  • debug — when the perf issue is actually a crash or freeze.
  • verification-before-completion — to claim the fix worked, with numbers.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.