/hz-perfetto-debug
Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Quest devices.
$ npx -y skills add meta-quest/agentic-tools --skill hz-perfetto-debug --agent claude-codeHow it fires
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- Slash command
/hz-perfetto-debug
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Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Quest devices.
SKILL.md
hz-perfetto-debug.SKILL.mdname: hz-perfetto-debug
license: Apache-2.0
description: Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Quest devices.
allowed-tools: Bash(metavr:*) Bash(hzdb:*) Bash(npx:*)
Perfetto Debug Skill
When to Use
Use this skill when investigating VR performance issues on Meta Quest devices:
- Frame drops, jank, or stuttering
- CPU or GPU bottlenecks
- Render pass overhead and GPU utilization
- Thermal throttling and clock frequency changes
- Frame timing variance and missed vsync deadlines
- Thread contention and synchronization issues
- High draw call counts or overdraw
VR Frame Time Targets
These are the hard deadlines for each refresh rate. If a frame exceeds its target, the compositor must reproject or the user sees a stale frame.
| Refresh Rate | Frame Time Budget | Notes | |-------------|------------------|-------| | 120 Hz | 8.3 ms | Supported on Quest 2, Quest 3, Quest 3S | | 90 Hz | 11.1 ms | Supported on Quest 2, Quest Pro, Quest 3, Quest 3S | | 72 Hz | 13.9 ms | Default on all Quest devices | | 60 Hz | 16.7 ms | Media apps only (Quest 2); interactive apps must use 72 Hz+ |
Missing a frame deadline by even 1 ms causes a stale frame (reprojection). Stale frames above 10% of total frames indicate a serious performance problem.
metavr Setup
Perfetto tracing is powered by the metavr CLI. Invoke via `npx` — no install required:
npx -y metavr --version
Examples below use the bare `metavr` command for brevity; if it is not installed globally, replace `metavr` with `npx -y metavr`. Connect your Quest via USB with developer mode enabled before capturing traces.
Quick Start Workflow
1. Capture a Trace
# Capture a 5-second trace from the currently running VR app
metavr perf capture
# Specify duration and target app
metavr perf capture --duration 10000 --app com.example.myapp
# Enable GPU render stage tracing for detailed pass analysis
metavr perf capture --gpu-render-stage
# Enable XR runtime metrics
metavr perf capture --xr-runtime
# Custom output name
metavr perf capture -o my-session-name
The capture auto-detects the foreground VR app if `--app` is not specified. CPU scheduling and GPU metrics tracing are enabled by default. The trace is pulled to your local machine automatically.
2. List Available Traces
metavr perf traces
Returns `.pftrace` files sorted by modification time (newest first). Searches standard directories including `~/Documents`, `~/Downloads`, and the current working directory.
3. Load a Trace
metavr perf load <trace-file>
Loads and processes the trace for analysis. Accepts a hex session ID, filename (with or without `.pftrace` extension), or a full/relative path.
4. Get Performance Overview
metavr perf context
Returns a structured performance analysis including:
- CPU and GPU frame timing statistics
- Thread breakdown with utilization percentages
- GPU counter summaries (if available)
- Detected bottlenecks and recommendations
5. Run SQL Queries
metavr perf query <session-id> "SELECT ts, dur, name FROM slice WHERE name LIKE '%PlayerLoop%' LIMIT 20"
Executes arbitrary SQL against the loaded Perfetto trace database. All Perfetto tables are available: `slice`, `thread_track`, `thread`, `process`, `counter`, `counter_track`, `args`, `sched_slice`, and more.
6. Analyze Thread States
metavr perf thread-state <session-id> <utid>
# With time range
metavr perf thread-state <session-id> <utid> --start-ts 1000000 --end-ts 5000000000
Returns a thread state breakdown showing how much time the thread spent running, sleeping, blocked, or waiting for CPU. Useful for identifying whether a thread is CPU-bound, I/O-bound, or starved.
7. Get GPU Metrics
metavr perf gpu-counters <session-id> --start-ts 100,200,300 --end-ts 150,250,350
Returns GPU metric counters (mean, standard deviation, quantiles) for GPU frame ranges. Requires at least 20 frames for statistical accuracy. Metrics include texture fetch rates, shader ALU capacity, vertex processing, and fragment shading statistics.
Detailed Analysis Workflow
Follow these steps in order for a thorough performance investigation.
Step 1: Validate Trace Quality
Before analyzing, confirm the trace is usable:
- **Duration**: At least 2 seconds of data (ideally 3-5 seconds)
- **Slice count**: Should have thousands of slices for a meaningful trace
- **Process presence**: The target app process must be present
SELECT
(MAX(ts) - MIN(ts)) / 1e9 AS duration_seconds,
COUNT(*) AS total_slices
FROM slice
If the trace has fewer than 1000 slices or is under 1 second, it may not contain enough data for meaningful analysis. Capture a new trace with `metavr perf capture`.
Step 2: Identify Target Process
Find the application process (not system services):
SELECT upid, pid, name
FROM process
WHERE name NOT LIKE 'com.oculus%'
AND name NOT LIKE '/system%'
AND name NOT LIKE 'com.android%'
AND name IS NOT NULL
ORDER BY pid
For known apps, filter directly by package name.
Step 3: Identify Game Engine
Look for engine-specific markers:
| Engine | Key Markers | |--------|------------| | Unity | `PlayerLoop`, `UnityMain`, `PhaseSync`, `PostLateUpdate.FinishRendering` | | Unreal | `UGameEngine::Tick`, `FEngineLoop::Tick`, `RHI Thread` | | Native OpenXR | `xrWaitFrame`, `xrBeginFrame`, `xrEndFrame` without engine markers |
Step 4: Find Key Threads
Identify the threads that matter for VR rendering:
SELECT t.utid, t.tid, t.name, p.name AS process_name
FROM thread t
JOIN process p USING(upid)
WHERE p.name = '<target-process>'
ORDER BY t.name
Critical threads to locate:
| Thread | Purpose | |--------|---------| | Main thread (UnityMain / GameThread) | Game logic, physics, scripts
Read more
name: hz-perfetto-debug license: Apache-2.0 description: Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Quest devices. allowed-tools: Bash(metavr:*) Bash(hzdb:*) Bash(npx:*)
Perfetto Debug Skill
When to Use
Use this skill when investigating VR performance issues on Meta Quest devices:
- Frame drops, jank, or stuttering
- CPU or GPU bottlenecks
- Render pass overhead and GPU utilization
- Thermal throttling and clock frequency changes
- Frame timing variance and missed vsync deadlines
- Thread contention and synchronization issues
- High draw call counts or overdraw
VR Frame Time Targets
These are the hard deadlines for each refresh rate. If a frame exceeds its target, the compositor must reproject or the user sees a stale frame.
| Refresh Rate | Frame Time Budget | Notes | |-------------|------------------|-------| | 120 Hz | 8.3 ms | Supported on Quest 2, Quest 3, Quest 3S | | 90 Hz | 11.1 ms | Supported on Quest 2, Quest Pro, Quest 3, Quest 3S | | 72 Hz | 13.9 ms | Default on all Quest devices | | 60 Hz | 16.7 ms | Media apps only (Quest 2); interactive apps must use 72 Hz+ |
Missing a frame deadline by even 1 ms causes a stale frame (reprojection). Stale frames above 10% of total frames indicate a serious performance problem.
metavr Setup
Perfetto tracing is powered by the metavr CLI. Invoke via `npx` — no install required:
npx -y metavr --version
Examples below use the bare `metavr` command for brevity; if it is not installed globally, replace `metavr` with `npx -y metavr`. Connect your Quest via USB with developer mode enabled before capturing traces.
Quick Start Workflow
1. Capture a Trace
# Capture a 5-second trace from the currently running VR app metavr perf capture # Specify duration and target app metavr perf capture --duration 10000 --app com.example.myapp # Enable GPU render stage tracing for detailed pass analysis metavr perf capture --gpu-render-stage # Enable XR runtime metrics metavr perf capture --xr-runtime # Custom output name metavr perf capture -o my-session-name
The capture auto-detects the foreground VR app if `--app` is not specified. CPU scheduling and GPU metrics tracing are enabled by default. The trace is pulled to your local machine automatically.
2. List Available Traces
metavr perf traces
Returns `.pftrace` files sorted by modification time (newest first). Searches standard directories including `~/Documents`, `~/Downloads`, and the current working directory.
3. Load a Trace
metavr perf load <trace-file>
Loads and processes the trace for analysis. Accepts a hex session ID, filename (with or without `.pftrace` extension), or a full/relative path.
4. Get Performance Overview
metavr perf context
Returns a structured performance analysis including:
- CPU and GPU frame timing statistics
- Thread breakdown with utilization percentages
- GPU counter summaries (if available)
- Detected bottlenecks and recommendations
5. Run SQL Queries
metavr perf query <session-id> "SELECT ts, dur, name FROM slice WHERE name LIKE '%PlayerLoop%' LIMIT 20"
Executes arbitrary SQL against the loaded Perfetto trace database. All Perfetto tables are available: `slice`, `thread_track`, `thread`, `process`, `counter`, `counter_track`, `args`, `sched_slice`, and more.
6. Analyze Thread States
metavr perf thread-state <session-id> <utid> # With time range metavr perf thread-state <session-id> <utid> --start-ts 1000000 --end-ts 5000000000
Returns a thread state breakdown showing how much time the thread spent running, sleeping, blocked, or waiting for CPU. Useful for identifying whether a thread is CPU-bound, I/O-bound, or starved.
7. Get GPU Metrics
metavr perf gpu-counters <session-id> --start-ts 100,200,300 --end-ts 150,250,350
Returns GPU metric counters (mean, standard deviation, quantiles) for GPU frame ranges. Requires at least 20 frames for statistical accuracy. Metrics include texture fetch rates, shader ALU capacity, vertex processing, and fragment shading statistics.
Detailed Analysis Workflow
Follow these steps in order for a thorough performance investigation.
Step 1: Validate Trace Quality
Before analyzing, confirm the trace is usable:
- **Duration**: At least 2 seconds of data (ideally 3-5 seconds)
- **Slice count**: Should have thousands of slices for a meaningful trace
- **Process presence**: The target app process must be present
SELECT (MAX(ts) - MIN(ts)) / 1e9 AS duration_seconds, COUNT(*) AS total_slices FROM slice
If the trace has fewer than 1000 slices or is under 1 second, it may not contain enough data for meaningful analysis. Capture a new trace with `metavr perf capture`.
Step 2: Identify Target Process
Find the application process (not system services):
SELECT upid, pid, name FROM process WHERE name NOT LIKE 'com.oculus%' AND name NOT LIKE '/system%' AND name NOT LIKE 'com.android%' AND name IS NOT NULL ORDER BY pid
For known apps, filter directly by package name.
Step 3: Identify Game Engine
Look for engine-specific markers:
| Engine | Key Markers | |--------|------------| | Unity | `PlayerLoop`, `UnityMain`, `PhaseSync`, `PostLateUpdate.FinishRendering` | | Unreal | `UGameEngine::Tick`, `FEngineLoop::Tick`, `RHI Thread` | | Native OpenXR | `xrWaitFrame`, `xrBeginFrame`, `xrEndFrame` without engine markers |
Step 4: Find Key Threads
Identify the threads that matter for VR rendering:
SELECT t.utid, t.tid, t.name, p.name AS process_name FROM thread t JOIN process p USING(upid) WHERE p.name = '<target-process>' ORDER BY t.name
Critical threads to locate:
| Thread | Purpose | |--------|---------| | Main thread (UnityMain / GameThread) | Game logic, physics, scripts
Agentic skills and tools for Meta Quest and Horizon OS development.
Repo: meta-quest/agentic-tools
Other skills on meta-vr.
- /hz-android-2d-porting
Guides porting existing Android 2D apps to Meta Quest and Horizon OS — input adaptation, panel layout, and design requirements. Use when adapting a mobile Android app for Quest.
Open skill - /hz-api-upgrade
Upgrades Meta Quest apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog. Use when updating SDK versions or fixing deprecated API warnings.
Open skill - /hz-immersive-designer
Guides design of comfortable, intuitive VR/MR experiences for Meta Quest and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility.
Open skill - /hz-iwsdk-webxr
Builds WebXR experiences for Meta Quest and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Use when creating web-based VR/MR apps for Quest Browser.
Open skill - /hz-new-project-creation
Scaffolds new Meta Quest and Horizon OS projects with recommended settings for Unity, Unreal, Android/Spatial SDK, or WebXR. Use when creating a new Quest app from scratch.
Open skill - /hz-platform-sdk
Guides integration of the Horizon Platform SDK for Meta Quest and Horizon OS Android/Kotlin apps — achievements, IAP, users, leaderboards, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user
Open skill

