- 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).
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· <optimization><tool><bottlenecks><counters><documentation><iteration><profiling> - 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…
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· <optimization><tool><counters><deeper><part><profiling><three> - Integrated Insights: Automating Performance Capture in Unreal Projects (Unreal Fest Orlando 2025)
Unreal Fest Orlando 2025 session on automating and standardizing performance capture for comparable traces across a project.
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· <optimization><tool><captures><csv><profiling><timers><unreal> - Introducing the MIP Explorer
Introducing the MIP Explorer is a technical blog post by Hauke Thiessen, second in a German Dev Days 2025 series on shrinking game textures, that presents an open Python tool for…
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· <optimization><tool><intermediate><comparisons><csv><data><graphs> - REAC 2025 Anvil Rendering Architecture
This is a REAC 2025 conference talk video by Nicolas Lopez and Michel Bouchard of Ubisoft about Anvil's rendering architecture as a centralized monorepo engine shared across…
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· <data><engine><graphs><profiling><workflows> - Technical Artist's Guide to Profiling in Unreal Engine (Unreal Fest Orlando 2025)
Unreal Fest Orlando 2025 session on practical Unreal Engine profiling workflow for technical artists.
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· <optimization><tool><intermediate><captures><profiling><repeatable><unreal> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
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· <optimization><intermediate><engine><graphs><profiling><workflows> - How to properly profile mobile GPU using ARM Streamline
Streamline streams continuous GPU performance counters from a USB-connected phone, but raw counter values and missing API labels make frames hard to interpret out of the box.
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· <optimization><intermediate><bottlenecks><captures><counters><graphs> - Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform
[video] Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform is a symposium talk by Alan Wolfe of EA SEED on Gigi, an open-source rapid graphics R&D and…
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· <tool><intermediate><data><engine><graphs><iteration> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <optimization><intermediate><engine><mindset><profiling><workflows> - Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed
Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed is a Digital Foundry YouTube investigation by Alex comparing Switch 2 temporal reconstruction…
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· <optimization><intermediate><captures><comparisons><engine><fast> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <tool><intermediate><captures><configuration><deeper><part> - Pico GPU
Pico GPU is a small educational GPU environment hosted for learning and experimenting with shaders under a strict memory budget.
It targets 640x480 at 60 FPS with 24-bit depth…
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· <tool><data><documentation><engine><hosted> - niagara: Cooking geometry
[video] niagara: Cooking geometry is a multi-hour live coding stream by Arseny Kapoulkine on the niagara project, focused on making scene loading faster by caching optimized…
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· <optimization><engine><iteration><profiling><three> - 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.
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· <optimization><intermediate><launch><profiling><triage><unreal> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <intermediate><artist><data><engine><epic> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
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· <intermediate><hosted><iteration><parameters><quick> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <intermediate><documentation><engine><epic><workflows> - Custom Render Texture
Unity Manual page for Custom Render Textures explains how to drive render textures procedurally from shaders, enabling feedback loops, simulations, and dynamic painting in-engine.
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· <intermediate><documentation><graphs><parameters><three> - Profiling without Source code – how I diagnosed Trackmania stuttering
Profiling without Source code - how I diagnosed Trackmania stuttering is a July 2025 blog post by Lars Thießen on larstofus.com about finding frame spikes in Trackmania 2020…
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· <optimization><tool><intermediate><captures><engine><profiling>