Skip to main content
Glama

Glitchless

Performance

glitchless_performance
Read-onlyIdempotent

Frame-time breakdown for a game: global percentiles vs the frame budget, per-level p50/p95/p99 with draw calls / triangles / geometry counts / game-context gauges, hitch causes (script, shader compile, PSO compile in Unreal, GC, asset or map load), what is on screen during hitches, which events precede hitches, per GPU tier / browser / platform / version, per zone for an open-world game that sets them, memory growth per level load and the slowest recent hitches with script attribution. With by_prop, frame time, hitches and crash-free sessions per value of a session property (a graphics preset, a class). A multiplayer game also gets network (ping, loss and disconnects; glitchless_network has more).

Input Schema

NameRequiredDescriptionDefault
envNoOnly include sessions from this environment, e.g. "prod" (what the game passes to init; builds a developer runs usually send "dev")
gameNoThe game, by name or id, when signed in to a workspace (glitchless_list_games lists them); later calls keep it. Ignored with a key for one game.
hoursNoLook-back window in hours (default 24), as far back as the workspace keeps data on Glitchless Cloud (the answer says when it starts later than asked). Past 744 (31 days) answers are by day.
levelNoFocus on one level id, e.g. "level-2"
propsNoOnly sessions with these session properties (what the game set with setProperties): { rank: "diamond" }, or a list of values for any of them, { rank: ["diamond", "master"] }; "(none)" keeps the sessions without one. glitchless_events lists the properties and their values. Read from the sessions, so over 31 days or less
by_propNoA session property (glitchless_events lists them), e.g. "preset": frame time, hitches and crash-free sessions per value, over 31 days or less
serviceNoGame service name (defaults to the most recently active game)
versionNoOnly include sessions from this game version
session_typeNo"user": players only; "tester": people on TestFlight and other test builds only; "synthetic": bots, playtests and store test devices only; "all" or unset: every session. Findings (glitchless_triage, and the overview's) read the production sessions of players unless env or session_type is given
steam_branchNoOnly include sessions that ran this Steam branch ("public", or a beta's name); games that use Steamworks send it

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare readOnly/idempotent/non-destructive, so the bar is lower; the description still adds substantive behavior by enumerating what hitch causes are surfaced, that memory growth is measured per level load, that the slowest recent hitches carry script attribution, and that multiplayer adds a `network` block. It does not discuss result size or ordering of the returned lists.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The purpose is front-loaded in the first clause, but the body is a single sprawling comma-chained enumeration that is hard to scan. Most items are informative, yet the list is long enough that it should be broken up or trimmed of lower-value entries.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With 10 optional parameters, nested props object and no output schema, the description appropriately documents the returned structure in detail, which the structured fields cannot supply. Remaining gaps (volume of output, how per-level and per-zone sections are ordered) are minor for an analysis tool.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the schema already documents all 10 parameters including hours, props, by_prop and session_type. The description reinforces by_prop's effect on output rather than adding new syntax or constraints, which is the expected baseline when the schema carries the parameter burden.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Opens with a specific verb+resource ("Frame-time breakdown for a game") and then enumerates the concrete content: percentiles vs budget, per-level p50/p95/p99, hitch causes, memory growth, slowest hitches. It also differentiates itself from the sibling glitchless_network by naming it as the deeper network source.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It explains the operational mode switch clearly: "With by_prop, frame time, hitches and crash-free sessions per value of a session property", and routes network-focused questions to glitchless_network. It does not state when to prefer glitchless_overview or glitchless_session instead, so the guidance is clear but not exhaustive.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Try in Browser

Glama MCP Gateway

Add one secure layer between your agents and this server.

Resources