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SKILL.md

name Benchmarking
description This skill covers performance benchmarking for ZX games. Use when the user asks about "benchmark", "performance", "profile", "memory", "speed", "slow", "frame time", or "optimize timing".
version 1.0.0

Benchmarking for Nethercore ZX

Key Metrics

Metric Target Why
Update time <2ms Game logic per tick
Render time <8ms Draw calls per frame
State size <100KB Rollback snapshot
ROM size <16MB Distribution

Frame Budget (60fps)

Total: 16.67ms per frame

  • Update: <2ms (rollback may replay 7+ frames)
  • Render: <8ms
  • Headroom: ~6ms

Rollback impact: 7 frames × 2ms = 14ms worst case

Profiling

zx::debug_watch_f32("update_ms", update_time);
zx::debug_watch_i32("entity_count", entities.len() as i32);

View with F3 debug panel in-game.

Build with release mode for accurate timing:

nether run --release

State Size

Smaller state = faster rollback.

// Measure state
let bytes = std::mem::size_of_val(&game_state);
zx::debug_watch_i32("state_bytes", bytes as i32);

Reduce state:

  • Store indices, not objects
  • Use compact types (u8 vs u32)
  • Separate render-only from rollback state

ROM Size

nether build --release

Reduce size:

  • LTO + opt-level = "z"
  • Strip symbols
  • Remove unused deps