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game-perf-profiling

Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets using Unity Profiler + Profile Analyzer + Performance Testing package and Unreal Insights + stat commands. Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps), writes automated performance regression tests that run in CI, and emits a structured budget report per SKU. Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check.

Install with skills.sh (any agent)

npx skills add testland/qa --skill game-perf-profiling
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game-perf-profiling

Overview

Game performance QA verifies that a build meets its declared budgets across every target SKU before milestone sign-off or platform-cert submission. The performance category (category 4 in the game-test-categories-reference) covers frame-time, memory, GPU, thermal, and battery axes. This skill covers the two dominant engine stacks: Unity and Unreal Engine.

Frame-time budget anchors (from game-test-categories-reference):

Target frame rateFrame-time budget
60 fps16.67 ms per frame
30 fps33.33 ms per frame

Measuring averages is an anti-pattern: spikes hide in averages and cause cert failures. Measure p99 (99th-percentile frame time) and sustained-window maximums.

Step 1: Unity - Capture with the Profiler

Open the Profiler via Window > Analysis > Profiler (Ctrl+7) and enable the CPU Usage, GPU Usage, and Memory modules for a frame-time pass. Save the capture as a .data file (Profiler toolbar > Save) and retain it alongside any Profile Analyzer .pdata export - the .pdata file does not embed the original profile frames. Module-by-module capture detail, GPU-module platform constraints, and Profile Analyzer setup are in references/unity-profiler.md.

Step 2: Unity - Analyze with Profile Analyzer

Profile Analyzer compares two captures side by side, which the standard Profiler cannot. Open it via Window > Analysis > Profile Analyzer, then run the regression check:

  1. Load the baseline .data file as the left dataset.
  2. Load the candidate .data file as the right dataset.
  3. Compare median and p99 frame times per marker against the budget.
  4. Flag any marker whose p99 exceeds the per-frame budget allocation.

Step 3: Unity - Automated regression with Performance Testing package

Add "com.unity.test-framework.performance": "3.0.3" to Packages/manifest.json and reference Unity.PerformanceTesting in your assembly definition (docs.unity3d.com/Packages/com.unity.test-framework.performance@3.0/manual/index.html (opens in new window)).

Measure.Method (Edit Mode or Play Mode)

[Test, Performance]
public void PathfindingCost_UnderBudget()
{
    Measure.Method(() => pathfinder.FindPath(start, goal))
        .WarmupCount(5)
        .MeasurementCount(20)
        .IterationsPerMeasurement(10)
        .Run();
}
  • WarmupCount(n): executes the method n times before recording to remove initialization overhead.
  • MeasurementCount(n): number of samples recorded; default is 7; 20+ improves stability.
  • IterationsPerMeasurement(n): repeats the code within each measurement to extend execution time above the 1 ms sensitivity floor.

Measure.Frames (Play Mode)

[UnityTest, Performance]
public IEnumerator CombatScene_FrameTime_UnderBudget()
{
    yield return Measure.Frames()
        .WarmupCount(5)
        .MeasurementCount(60)
        .Run();
}

Target standard deviation below 5%; avoid measurements under 1 ms due to environmental sensitivity.

Decorate tests [Test, Performance] for Edit Mode or [UnityTest, Performance] for Play Mode coroutines. View results via Window > Analysis > Performance Test Report.

GC-spike detection

Enable the ProfilerMarkers method on Measure.Method to target GC.Alloc markers specifically:

Measure.Method(() => SpawnWave())
    .ProfilerMarkers("GC.Alloc")
    .MeasurementCount(20)
    .Run();

A passing frame should produce 0 bytes of GC allocation in hot gameplay paths. Any non-zero sample is a regression candidate.

Disable VSync in Project Settings and remove cameras not needed for the measurement to keep results consistent between runs.

Step 4: Unreal - Stat commands for first-pass triage

Unreal Engine stat commands are entered into the PIE console while the game runs (dev.epicgames.com/documentation/en-us/unreal-engine/stat-commands-in-unreal-engine (opens in new window)):

CommandShows
stat fpsFrames per second counter
stat unitFrame, Game thread, Draw (render thread), GPU, RHIT, and DynRes times; recommended starting point
stat gpuGPU statistics for the frame
stat scenerenderingGeneral rendering statistics; entry point for rendering bottleneck triage
stat gameHow long the various gameplay ticks are taking
stat memoryMemory usage by subsystem

stat unit is the first command to run on any new build: it identifies whether the bottleneck is game-thread, render-thread, or GPU, and measures how long the video card takes to render the scene. Run in a non-debug build for accurate results.

Step 5: Unreal - Deep analysis with Unreal Insights

When stat triage is not enough, capture a full trace with Unreal Insights. Launch it from the Editor's Trace/Insights Status Bar Widget or the prebuilt Engine\Binaries\[Platform]\UnrealInsights.exe binary, then work the CPU/GPU/Memory/Networking trace channels in the Timing Insights and Memory Insights views. The trace channels, the live Session Browser, and the two primary views are detailed in references/unreal-insights.md.

Step 6: GPU draw-call and overdraw budgets

Unity

The GPU Usage module's Hierarchy view shows DrawCalls count and GPU ms per rendering pass (see references/unity-profiler.md). Typical mobile budget: under 100 draw calls per frame; PC/console budget is title-specific but PostProcess and Transparent passes are common over-budget culprits.

Overdraw (multiple pixels written per screen pixel per frame) is visible when Transparent pass GPU ms is disproportionate to scene complexity. Reduce by: lowering particle counts, using depth pre-pass, culling off-screen transparency.

Unreal

Run stat scenerendering to surface general rendering statistics as the entry point for rendering bottleneck identification. Follow with stat gpu to get per-pass GPU time, then use the GPU Visualizer (ProfileGPU console command) for a hierarchical breakdown of GPU passes to isolate overdraw-heavy translucent passes (dev.epicgames.com/documentation/en-us/unreal-engine/gpu-profiling-in-unreal-engine (opens in new window)).

Step 7: CI regression gate

Unity

Run Performance Testing package tests in a headless Unity batch session:

unity -batchmode -runTests -testPlatform StandaloneWindows64 \
  -testResults results.xml -projectPath .

Parse results.xml; fail the build if any PerformanceMeasurement sample set has a median or p99 exceeding the declared threshold. A zero-tolerance GC.Alloc assertion on hot paths is a recommended gate: one stray allocation per frame compounds to hundreds of KB/s under sustained play.

For stable CI numbers: disable VSync, remove unused cameras, set a fixed Quality level, and disable hardware reporting in Player Settings.

Unreal

Unreal Automation System (see unreal-automation-system) exposes a PerformanceCapture test type. Combine with a CI step that launches Insights in server mode, runs the target map for N frames, exports the trace, and compares the exported GPU/CPU frame time histogram against stored baselines.

Budget report template

Emit one row per profiled scenario per SKU:

ScenarioSKUMetricBudgetMeasured (p50)Measured (p99)Status
Combat encounterPC HighFrame time16.67 ms11.2 ms18.4 msFAIL p99
Combat encounterPC HighGC alloc/frame0 B0 B128 BFAIL p99
Open-world traversalPC HighFrame time16.67 ms13.1 ms15.9 msPASS

A FAIL on p99 triggers a regression investigation before milestone sign-off.

Anti-patterns

Anti-patternWhy it failsFix
Averaging frame time across a levelSpikes hide in averages and cause cert failuresUse p99 and sustained-window maximums
Profiling with Graphics Jobs enabled in UnityGPU module is disabled; no GPU data collectedDisable Graphics Jobs before capture
GC alloc tolerance in hot pathsCompounds to MB/s under sustained playAssert 0 B per frame in CI on hot paths
Running perf tests in debug builds (Unreal)Inaccurate results; use non-debug buildsProfile in Development or Shipping builds
Single-device perf sign-offLow-end SKU (Series S, Switch handheld) is the binding constraintRun budget checks on every SKU in the compatibility matrix

Limitations

Unity Profiler capture - module reference

View source (opens in new window)

Unity Profiler capture - module reference

Supporting detail for game-perf-profiling Step 1 (capture) and Step 2 (compare). Cited once here rather than repeated in the spine.

The Unity Profiler collects CPU, GPU, and memory data in the Editor or from a connected target device (docs.unity3d.com/Manual/Profiler.html (opens in new window)). Open it via Window > Analysis > Profiler (Ctrl+7).

Key modules to enable for a frame-time pass:

  • CPU Usage - game thread, render thread, and job-system costs per frame.
  • GPU Usage - available on Windows DirectX 11/12 and Linux OpenGL; breaks time into Opaque, Transparent, Shadows/Depth, Deferred, and PostProcess passes with DrawCalls counts and GPU ms per entry (docs.unity3d.com/Manual/ProfilerGPU.html (opens in new window)). GPU profiling is unavailable when Graphics Jobs are enabled in Player Settings; disable them before a profiling session.
  • Memory - tracks managed heap, GC allocations per frame in bytes, and reserved vs. in-use breakdowns for textures, meshes, materials, and animation clips (docs.unity3d.com/Manual/ProfilerMemory.html (opens in new window)).

For standalone builds, use Deep Profiling or custom ProfilerMarker instrumentation to capture application-specific events without the full overhead of deep profiling.

Save the capture as a .data file (Profiler toolbar > Save). Retain it alongside any Profile Analyzer .pdata export: the .pdata file does not embed the original profile frames (docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.2/manual/index.html (opens in new window)).

Profile Analyzer (package com.unity.performance.profile-analyzer, Unity 2020.3+, install via Package Manager) aggregates and visualizes frame and marker data from a set of Profiler frames, enabling side-by-side comparison of two captures that the standard Profiler does not support. Open it via Window > Analysis > Profile Analyzer. The Analyzer navigates to matching markers in the Profiler when you click a marker entry; make a selection in the Profiler beforehand for navigation to work.

Unreal Insights - deep analysis reference

View source (opens in new window)

Unreal Insights - deep analysis reference

Supporting detail for game-perf-profiling Step 5. Cited once here rather than repeated in the spine.

Unreal Insights is a telemetry capture and analysis suite that captures events from a project at high data rates (dev.epicgames.com/documentation/en-us/unreal-engine/unreal-insights-in-unreal-engine (opens in new window)).

Launch from the Editor via the Trace/Insights Status Bar Widget in the bottom toolbar, or from the prebuilt binary at Engine\Binaries\[Platform]\UnrealInsights.exe.

Key trace channels:

ChannelCaptures
CPUThread-level timing per task and function
GPUPer-frame GPU timing
MemoryAllocation, reallocation, and deallocation events
NetworkingNetwork traffic for multiplayer titles
SlateUMG/Slate widget update costs
Asset loadingAsset load time per type

Live sessions appear in the Session Browser with a "LIVE" status indicator; Insights supports simultaneous connection to multiple sessions and records streams automatically for later replay.

Primary views:

  • Timing Insights: CPU and GPU performance tracks with frames, filters, timers, counters, and caller/callee information.
  • Memory Insights: Reconstructs runtime memory usage patterns from traced allocation events.

Related skills

game-test-categories-reference

Pure-reference catalog of the testing categories that apply to a video-game build before it ships. Defines the six canonical buckets the industry tests against - functional / compliance / compatibility / performance / localization / accessibility - plus the multiplayer and content-rating sub-axes. Cross-references each bucket to the platform-holder vocabulary that drives it (Microsoft Xbox Requirements / XR test cases, Sony TRC, Nintendo Lotcheck, Steam Direct review). Use as the taxonomy lookup when planning a game test pass, scoping QA effort, mapping platform-cert findings back to internal test categories, preparing a submission checklist, reviewing first-party certification requirements, or triaging cert testing failures against internal categories.

gameplay-recording-replay

Build a deterministic gameplay record/replay test artefact for Unity, Unreal, or Godot - record a player session, save it to disk, replay it bit-for-bit, and assert that the resulting game state matches the original. Covers Unity Input System's InputEventTrace API (Enable / Disable / WriteTo / ReadFrom / Replay) for input-level capture, Unreal's Replay System (DemoRec / DemoPlay / DemoStop console commands plus DemoNetDriver + NetworkReplayStreamer, default storage at %LOCALAPPDATA%/{Project}/Saved/Demos) for replication-stream capture, and Godot's community-pattern deterministic-RNG + input-script replay since Godot ships no first-party replay system. Use when authoring a regression-test artefact for player-recorded sessions, building a netcode replay for spectator / esports, or producing reproducible bug repros for cert teams.

godot-gut-tests

Author and run GUT (Godot Unit Test) - the community-canonical GDScript test framework at github.com/bitwes/Gut and gut.readthedocs.io. Covers install (Godot Asset Library or manual `addons/gut/` copy + plugin enable), GUT panel inside the editor, writing tests that extend GutTest with `test_` prefix methods, the assertion family (assert_eq / assert_almost_eq / assert_true / assert_signal_emitted), lifecycle hooks (before_each / after_each / before_all / after_all), inner classes for grouping, parameterized tests via `params=[...]`, doubles / stubs / spies, async / coroutine tests, the command-line runner (`-d -s addons/gut/gut_cmdln.gd -gdir=res://test -gjunit_xml_file=... -gexit`), JUnit XML export, and CI integration. Godot 4.x uses GUT 9.x (current main branch supports 4.6.x; godot_4_7 branch for 4.7.x); Godot 3.x uses GUT 7.x. Use when the unit under test is GDScript code in a Godot project.

multiplayer-state-machine-coverage

Build a coverage matrix for a networked-game state machine that exercises connect / authority-handoff / disconnect / reconnect / host-migration paths across Unity Netcode for GameObjects, Unreal Engine replication, and Mirror Networking. Workflow: enumerate the engine's connection states + ownership states + replicated-property update rules, cross them against latency / loss / out-of-order packet injection, encode each combination as a test fixture, and emit a go / no-go gate. Use before submitting a multiplayer title to platform cert - Microsoft's cert guide lists 'Multiplayer does not work as expected' as one of the most common Hold reasons, and Xbox XR-067 (MPSD session state) is failed by uncovered state-machine paths.

platform-cert-overview-reference

Pure-reference catalog of the four platform-holder certification regimes a multi-platform title submits to before release: Microsoft Xbox Requirements (XR) / Xbox certification on learn.microsoft.com, Sony Technical Requirements Checklist (TRC) on the gated PlayStation DevNet portal, Nintendo Lotcheck on the gated Nintendo Developer Portal, and Steam Direct review on partner.steamgames.com. Documents the submission workflow, severity / pass-fail vocabulary, test-bench configurations, and known SLAs for each platform. Cites public sources inline; cites gated NDA portals by stable ID per PLUGIN_AUTHORING.md Step 4 fallback. Use when planning a cert calendar, mapping internal QA findings to the platform's vocabulary, or sequencing submissions across platforms.

unity-test-framework

Author and run the Unity game-engine Test Framework (`com.unity.test-framework`, currently v1.8). Distinct from the ThrowTheSwitch Unity C testing library at throwtheswitch.org/unity - the two tools share only a name. Covers package install via Package Manager, the EditMode vs PlayMode split, the [Test] / [UnityTest] / [SetUp] / [TearDown] / [UnityPlatform] attributes, assembly-definition setup (Editor folder vs asmdef with `includePlatforms` / `optionalUnityReferences: [TestAssemblies]`), Test Runner window, command-line batch invocation with `-runTests` / `-testPlatform` / `-testResults` / `-testFilter` / `-testCategory`, NUnit 3.5 assertion API, and CI integration. Use when the unit under test is C# Unity code that needs to exercise the Unity runtime or editor.

unreal-automation-system

Author and run Unreal Engine's Automation Test Framework - Epic's C++ test framework for UE 4.x / 5.x, documented at dev.epicgames.com/documentation/en-us/unreal-engine. Covers the five test categories Epic defines (Unit / Feature / Smoke / Content Stress / Screenshot Comparison), the IMPLEMENT_SIMPLE_AUTOMATION_TEST and IMPLEMENT_COMPLEX_AUTOMATION_TEST macros, the BDD-style Automation Spec API (DEFINE_SPEC / BEGIN_DEFINE_SPEC / Describe / It / BeforeEach / LatentIt / xIt), latent commands (ADD_LATENT_AUTOMATION_COMMAND), the Automation Driver for UI input simulation (IAutomationDriverModule::Get().CreateDriver(), By::Id / By::Path locators), running via Session Frontend (Window > Test Automation) and command line (-ExecCmds="Automation RunTests …"), and CI integration. Use when the unit under test is C++ Unreal code that needs the UE runtime, editor, or UMG UI surface.