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Found 6 Skills
Answers questions about what rocprofiler-systems configuration options exist and how to use them — e.g. "what hardware counters are available on my system", "what ROCm APIs can I trace", "what settings control sampling/output", "how do I persist my configuration" — by mapping the question to the right `rocprof-sys-avail` or `rocprof-sys-run --help=<topic>` command. Use when the user wants to discover or explore ROCPROFSYS_* settings, Timemory components, hardware counters, ROCm API tracing domains, or GPU metrics, rather than apply them. Do NOT use this for picking a starting --preset for a workload — that's `choosing-a-profiling-preset`.
Recommends which rocprofiler-systems runtime profiling preset (balanced, trace-gpu, trace-hpc, sys-trace, workload-trace, etc.) to pass to `rocprof-sys-run --preset=<name>` or `rocprof-sys-sample --preset=<name>` based on the user's workload and profiling goal, and returns the ready-to-run command. Use when the user asks "which preset should I use", describes a workload (GPU kernel, MPI, OpenMP, AI/ML training, production overview) and wants profiling guidance, or invokes `rocprof-sys-run`/`rocprof-sys-sample` without picking a preset. Do NOT use for CMake build presets (`cmake --preset debug|release|ci`) used to configure/compile rocprofiler-systems itself — that is a build-configuration concern, not a profiling-run concern.
Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.
Nsight Systems (nsys) CLI for system-level timeline profiling. Use when the user wants to run nsys profile, analyze .nsys-rep reports, use nsys stats/analyze/recipe commands, diagnose GPU idle time from timeline traces, or profile distributed training with NCCL overlap analysis. NOT for kernel-level metrics like SOL%, occupancy, or roofline (use perf-nsight-compute-analysis for ncu). NOT for writing or generating kernels. NOT for applying optimizations like CUDA Graphs.
Iteratively optimize cuTile kernel performance through systematic profiling, bottleneck analysis, IR comparison, and targeted tuning. Covers tile sizes, occupancy, autotune configs, TMA, latency hints, persistent scheduling, num_ctas, flush_to_zero, and IR-level debugging. Use when asked to "optimize cutile kernel", "improve kernel perf", "tune cutile performance", "make kernel faster", or iteratively benchmark and refine a cuTile GPU kernel in the TileGym project.
Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.