- Your game can be faster, because you restarted your PC
After a long work day with many applications open, the author compares profiling sessions with and without a clean restart on a hobby Unity project.
90% match
· <optimization><before><frames><load><profiling><single><timings><unity> - Analyze Your Game With PIX - Game Optimization - Episode 7
Analyze Your Game With PIX - Game Optimization - Episode 7 is a YouTube video by Ben Cloward on using Microsoft PIX for GPU frame capture and timeline analysis inside a larger…
85% match
· <optimization><tool><intermediate><analysis><before><frames><install><unity> - Optimizing Individual Draw Calls - Game Optimization - Episode 9
[video] Optimizing Individual Draw Calls - Game Optimization - Episode 9 is an approximately 52-minute YouTube lesson by Ben Cloward in his Game Performance Optimization series.
79% match
· <optimization><intermediate><analysis><before><frames><timings><unity> - Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
77% match
· <optimization><compare><depth><filtering><profiling><view><unity> - Performance Profiling on AMD GPUs – Part 1: Foundations
This is Part 1 of a three-part ROCm Blogs series by Gina Sitaraman, Thomas Gibson, Luka Stanisic, Giacomo Capodaglio, Alessandro Fanfarillo, and Asitav Mishra on performance…
75% match
· <optimization><tool><analysis><before><profiling><single> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
71% match
· <optimization><intermediate><profiling><workflows><renderdoc><streamline><unity> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
71% match
· <before><depth><single><standard><view><unity> - ARM Learning Paths - Mobile, Graphics, and Gaming
Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware.
69% match
· <optimization><tool><analysis><profiling><workflows><renderdoc><unity> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
69% match
· <optimization><tool><frames><profiling><renderdoc><streamline> - What to do if you're GPU Bound - Game Optimization - Episode 6
What to do if you're GPU Bound - Game Optimization - Episode 6 is a YouTube video by Ben Cloward on remediation steps when the GPU dominates frame time inside his game…
67% match
· <optimization><intermediate><analysis><before><frames><unity> - Series Summary and What's Next - Game Optimization - Episode 11
Series Summary and What's Next - Game Optimization - Episode 11 is a YouTube wrap-up by Ben Cloward that recaps a ten-episode Unreal and Unity optimization series before…
67% match
· <optimization><intermediate><before><profiling><summary><unity> - Analyze First, Then Optimize - Game Optimization - Episode 4
Analyze First, Then Optimize is episode 4 of Ben Cloward's Game Optimization YouTube series.
67% match
· <optimization><intermediate><analysis><before><frames><unity> - RenderDoc
Open-source frame debugger for D3D11/12, Vulkan, OpenGL, and Metal.
62% match
· <tool><analysis><compare><single><renderdoc><unity> - My take on shaders : Parallax effect (part 1) (Harry Alisavakis)
Harry Alisavakis posted this in February 2019 as part one of a two-part Unity parallax tutorial.
60% match
· <intermediate><before><depth><standard><view><unity> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
60% match
· <intermediate><before><depth><single><view><unity> - Project UMBRAE - Optimisation (breakdown)
In-depth UE5 horror vertical-slice optimization: level streaming, inspect render targets, Nanite and Lumen trade-offs, and reproducible launch arguments.
58% match
· <optimization><intermediate><before><profiling><timings> - Profiling the GPU in Unity Editor
The workflow targets Windows with DirectX 11 or 12 and an NVIDIA GPU (the author uses an RTX 3060).
58% match
· <optimization><tool><profiling><view><unity> - phi-lira GitHub - Custom SRP Template
Educational stepping stone before customizing URP/HDRP or writing company-specific renderers.
58% match
· <before><install><manager><package><unity> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
58% match
· <tool><intermediate><before><compare><depth><timings> - Depth | Unity Shader Code Basics 04
This YouTube tutorial by Daniel Ilett is part 4 of Unity Shader Code Basics.
58% match
· <depth><single><view><workflows><unity>