Individual skill
scenario-unreal-performance
Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.
skills/game-engines/unreal/scenario-unreal-performance/SKILL.md
Source commit f29bf06ab89088695ed3431ac99d20a090441a2f
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Network or broad shell
- Last checked
- Nov 9, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 3,584
- Repository last updated
- Nov 8, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- blender Repository topic
- claude-code Repository topic
- claude-skills Repository topic
- codex Repository topic
- game-assets Repository topic
- game-development Repository topic
- generative-ai Repository topic
- image-generation Repository topic
- mcp Repository topic
- engineering Derived category
Files and excerpt
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Browse files
SKILL.mdcore · 21,843 bytesSKILL.mdcore · 21,843 bytesSKILL.mdcore · 21,843 bytesreferences/critique.mddoc · 18,581 bytesreferences/expert-notes.mddoc · 27,723 bytesreferences/gui-paths.mddoc · 8,719 bytesreferences/procedures.mddoc · 35,589 bytesreferences/sources.mddoc · 17,655 bytesscripts/ue_perf.pyruns · 160,235 bytes
Read excerpt
# Performance engineering in Unreal Engine 5.8
Expert level here means milliseconds per stage, not frames per second: classify the bound with one
honest capture, explain the worst frame by the thread that works rather than the one that waits, fix
in the order of measured size, and prove the result with repeated runs on the same route and build,
hitches judged apart from the average. The performance engineer owns measurement, diagnosis and
proof; most fixes go back to the teammate who owns the content. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** [`scripts/ue_perf.py`](scripts/ue_perf.py) is **not yet run in Unreal**;