> ## Documentation Index
> Fetch the complete documentation index at: https://docs.summerengine.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Diagnosing perf regressions skill for AI agents

> Find why frame rate, frame time or load time got worse since a known-good state. A Summer Engine skill for AI agents.

`diagnosing-perf-regressions` is a skill from the [Summer skill library](/mcp/skills): a guide your AI agent reads when the task matches, so it builds the good version on the first try. Find why frame rate, frame time or load time got worse since a known-good state.

| | |
| - | - |
| Status | Stable |
| Domains | Agent workflow, Performance |
| Version | `1.0.3` |
| Engine version | `>=4.6` |
| Recommended set | No, installed by `--all` or by name |

## When your agent uses it

* Frame rate, frame time, or load time has gotten worse since a known-good state — 'it used to run at 60, now it's at 30'
* Bisecting recent scene, script, or asset changes to find which one slowed frame time or loading

## Install

`summer setup` installs every skill for your agent. To add only this one:

```bash theme={null}
npx -y summer-engine@latest skills install diagnosing-perf-regressions --agent claude-code
```

Swap `claude-code` for your agent, such as `codex` or `cursor`. See [Skills](/mcp/skills#quick-start) for every option.

## The skill

## 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":"<probe>","max_seconds":20}]
```

```gdscript theme={null}
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:

```bash theme={null}
git log --oneline --since="<last good date>" --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

```bash theme={null}
git log --oneline <last-good>..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

Regressions cluster into four categories. Matching the symptom to one shortens diagnosis.

| 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 an engine 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 often wrong. 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 the engine" | 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 theme={null}
   "<summer-binary>" --path <project-dir> \
     --summer-verify <abs/path/probe.gd> \
     --summer-verify-out <abs/out-dir> \
     --summer-verify-max 20
```

Then read `<out-dir>/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.
3\. 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."
4\. Do not claim a fix is verified from code reading alone.

## 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.

## From a shell

No Summer MCP tools in this session? Run each one as a command; when `summer --version` is missing or below 4.0, use `npx -y summer-engine@latest` in place of `summer`. Fields are flags in kebab-case (`--scene-path res://main.tscn`) or one `--input '<json>'`, and `summer ops describe <op>` prints the exact input. The `summer-cli` skill has the rest.

| In this skill | Command |
| - | - |
| `summer_batch` | `summer engine batch` |
| `summer_get_diagnostics` | `summer engine get-diagnostics` |
| `summer_get_scene_tree` | `summer engine get-scene-tree` |

***

Source: [`library/skills/diagnosing-perf-regressions/SKILL.md`](https://github.com/SummerEngine/summer/blob/main/library/skills/diagnosing-perf-regressions/SKILL.md), rendered from `summer-engine@4.3.0` on npm.


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