| name | real-time-game-graphics |
| description | Use when designing or diagnosing a game's render pipeline, shaders, materials, lighting, shadows, visibility, post-processing, GPU resources, frame graph, graphics API, or visual-performance trade-offs; use game-3d-asset-pipeline for content and mobile-game-performance for measured budgets. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Real-Time Game Graphics
Engineer a coherent image from camera to presentation while keeping visual intent, GPU work, memory traffic, synchronisation and target-device evidence visible.
Prerequisites
Load the approved visual direction, game-math-and-simulation, game-3d-asset-pipeline, mobile-game-performance, and the selected engine's current rendering documentation.
Use When
- Selecting or configuring a render pipeline, graphics API, colour/HDR policy, lighting model, shadow strategy or post stack.
- Writing or reviewing shaders, materials, render features, compute work, command/resource lifetimes or frame-graph passes.
- Diagnosing overdraw, draw submission, bandwidth, shader variants, GPU stalls, visual instability or renderer-specific device defects.
Do Not Use When
- The request is only to model, texture, rig or import assets; use
game-3d-asset-pipeline.
- The request is a general performance investigation without a GPU/rendering diagnosis; start with
mobile-game-performance.
- Native Vulkan/OpenGL work is proposed inside a Unity/Godot title without a measured engine limitation and ADR.
Inputs