coordinate-external-ag…
Coordinate independently operated external agents through durable handoffs. Use when work crosses hosts, sessions, accounts, services, queues, boards, pull…
Guide Metal game asset residency and streaming for textures, meshes, mipmaps, heaps, residency sets, sparse resources, and fast resource loading. Use when Codex investigates GPU memory pressure, streaming hitches, resource lifetime, texture or mesh upload, sparse texture
$ npx -y skills add gaelic-ghost/socket --skill metal-asset-streaming-workflow --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/metal-asset-streaming-workflowContext preview
The summary Claude sees to decide when to auto-load this skill.
Guide Metal game asset residency and streaming for textures, meshes, mipmaps, heaps, residency sets, sparse resources, and fast resource loading. Use when Codex investigates GPU memory pressure, streaming hitches, resource lifetime, texture or mesh upload, sparse texture
name: metal-asset-streaming-workflow description: Guide Metal game asset residency and streaming for textures, meshes, mipmaps, heaps, residency sets, sparse resources, and fast resource loading. Use when Codex investigates GPU memory pressure, streaming hitches, resource lifetime, texture or mesh upload, sparse texture mapping, or asset budgets in a Metal renderer; do not use for generic asset-catalog or SceneKit resource work.
Own the GPU-facing asset path: package or source asset, CPU staging, upload, residency, eviction, and use in a frame. Do not hide all asset ownership in a generic cache; name the asset manager and the renderer boundary that consumes it.
Read [streaming-model.md](references/streaming-model.md) before introducing a heap, residency set, sparse resource, or fast-resource-loading path.
1. Measure the actual symptom: first-use hitch, sustained stutter, missing detail, out-of-memory termination, or GPU resource-pressure growth. 2. Inventory asset classes, size ranges, mip/LOD behavior, residency lifetime, upload path, and current CPU/GPU ownership. 3. Choose the simplest durable path:
4. Define budget and eviction policy before loading more data: per-class budget, minimum viable mip/LOD, prefetch trigger, eviction trigger, fallback content, and telemetry. 5. Synchronize upload, mapping, and use. A resource must not become visible to a render pass until its data and mapping work have completed. 6. Validate memory and frame pacing on target hardware with representative content and movement, not a synthetic empty scene.
Return the measured symptom, selected loading/residency path, budget and fallback policy, synchronization boundary, validation evidence, and unproven hardware assumptions.
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