Triomelette Profiler AI
## Target Users Profiler AI is designed for video game developers, game development studios, and QA teams using Unity who need to identify and resolve performance issues during gameplay. Our primary users are developers who experience FPS drops, frame-time spikes, excessive memory allocations, or other performance bottlenecks but need to spend significant time investigating Unity Profiler data to understand their causes. The platform is particularly useful for small and medium-sized game development teams that want to simplify performance analysis without requiring every team member to have advanced profiling expertise. ## The Problem We Solve Identifying performance bottlenecks in games can be a time-consuming and technically demanding process. Developers often need to manually inspect profiler data, identify expensive functions, investigate source code, and determine which optimizations will have the greatest impact. When multiple testers encounter performance issues on different machines, comparing their findings can become even more challenging. Traditional profiling tools provide valuable technical data, but interpreting that data and turning it into actionable solutions still requires considerable developer effort. Profiler AI bridges this gap by automatically collecting Unity performance data, consolidating reports from testers, and using AI to explain potential causes and recommend optimizations through a centralized dashboard. Instead of manually searching through extensive profiling data, developers can quickly identify the most problematic functions, understand why they might be affecting performance, and prioritize the issues that need attention. Our goal is to help game development teams spend less time investigating performance problems and more time building smoother, better-performing games.
Preliminary score
- Value for the user17.5 / 25
A specific problem and a clear outcome from solving it.
- Prototype and use of AI10.0 / 30
A working core scenario, and what AI actually contributes to the result.
- Quality testing5.5 / 20
Tests, examples of failures, and comparison with the current approach.
- Feasibility7.0 / 15
Data requirements, running costs and a clear next step.
- Originality6.0 / 10
A meaningful difference from common solutions.
What the judges wrote
- GPT-6 AstraPreliminary50/100
- Strengths
- Your focus on Unity developers and QA teams addresses a concrete problem: translating frame-time spikes into actionable debugging work. Your reported real-game test covers the Unity-to-backend-to-dashboard pipeline, while aggregating reports from multiple testers provides a useful team workflow. Your explicit treatment of AI explanations as hypotheses requiring verification is technically sound.
- To improve
- Your validation section lists AI integration as future work, so demonstrate one captured spike producing an actual Gemini diagnosis, a suggested fix, and measured results after applying it. Add repeatable bottleneck tests, document missed or misleading diagnoses, and compare investigation time against manual Unity profiling. Specify profiler and source-code data requirements, estimate inference and storage costs, and replace the template README with reproducible setup instructions.
- Claude Opus 5.5Preliminary42/100
- Strengths
- Your problem framing is concrete and credible: Unity developers who struggle to turn raw Profiler data into fixes, backed by your own 113.7 ms recorded frame against a 33.3 ms budget. You report an end-to-end data path from a real Unity game, through your exporter script and Spring Boot backend, to the dashboard, which is the hard plumbing part of this idea. Combining slow-frame data from multiple testers on different hardware into one ranked hotspot view is a useful step beyond a single-machine profiler. You are also candid that AI suggestions are hypotheses that must be verified by re-running the game.
- To improve
- By your own testing write-up, the Gemini analysis step is still a next step, so AI does not yet contribute to the demonstrated result. Show at least one real slow frame going into Gemini and the explanation and fix it returns, and check whether that fix actually lowered frame time. Your repository README is still the default Vite template, and the dashboard screenshot (an RTX 4080, a PS5 dev kit and a Steam Deck) looks like mock data; document the real setup and label which data is live. Add testing cases where the AI's diagnosis was wrong, compare your diagnosis time with manual Profiler inspection, and estimate Gemini cost per report.
The team
Rafiq SafarovLead
developer
Yadulla Mirzayev
developer
Irada Amirli
developer