| name | feather-performance-profiling |
| description | Use when an agent needs to profile frame time, memory, runtime overhead, hotspots, or performance regressions in a Feather session. |
Feather Performance Profiling
Workflow
- Establish a baseline:
- Read
feather://sessions/{id}/performance.
- Note FPS, frame time, update/draw balance, memory, message volume, and Feather overhead.
- Capture hotspots:
- Use available profiler MCP tools or plugin actions before adding instrumentation.
- Prefer short captures around the slow scene or interaction.
- Correlate with logs and state:
- Read logs and observer snapshots for scene transitions, entity counts, particle counts, asset loads, or shader changes.
- Make the smallest performance edit:
- Reduce allocations, repeated asset loads, excessive logs, expensive draw loops, or unbounded plugin payloads.
- Re-measure:
- Compare the same scenario before and after the change.
Guardrails
Do not optimize from one frame. Use repeatable captures, and call out when a result is noisy because the game, platform, or session changed.
References
- Read
references/workflow.md for baseline metrics, capture strategy, common hotspots, fixes, and re-measurement format.