- REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
92% match
· <optimization><talk><cpu><culling><gpu><lod><materials><mesh> - Analyze First, Then Optimize - Game Optimization - Episode 4
Analyze First, Then Optimize is episode 4 of Ben Cloward's Game Optimization YouTube series.
85% match
· <general><optimization><intermediate><bottleneck><budget><cpu><gpu><targets> - 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.
83% match
· <optimization><talk><costs><cpu><gpu><profiling><insights><unreal> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
83% match
· <optimization><intermediate><gpu><instancing><mesh><particles><profiling><targets> - How to optimize your Niagaras - Paweł Charzyński || 11Bit Studios ||
How to optimize your Niagaras is a Game Industry Conference 2024 talk by Pawel Charzynski of 11Bit Studios on Unreal Engine Niagara VFX optimization from Frostpunk 2…
81% match
· <optimization><intermediate><talk><budgeting><cpu><culling><gpu><materials> - Game Performance Optimization (Ben Cloward playlist)
YouTube playlist on game optimization for Unity and Unreal: budgets, CPU versus GPU triage, PIX analysis, and draw-call or shader tuning.
77% match
· <general><optimization><intermediate><cpu><gpu><spikes><pix><unreal> - 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.
75% match
· <general><optimization><costs><culling><profiling><targets><texture> - Rendering 90,000 particles in Unity: what actually costs CPU and GPU time
A Burst job simulates gravity, noise, pull, drag, and bounce for large CPU particle counts before draw.
71% match
· <optimization><intermediate><costs><instancing><materials><mesh><particles> - Optimizing mannequin
Optimizing mannequin is a December 2025 post on the peterstrahle.dev blog about performance work for the Quest VR title Mannequin, with lessons carried from Vampire: The…
71% match
· <optimization><intermediate><cpu><culling><gpu><instancing><lod> - Spark 1.3 and spark.js
Spark 1.3 and spark.js is a release post by Ignacio Castaño on the Ludicon blog covering Spark 1.3 real-time GPU texture compression and the new spark.js JavaScript package for…
71% match
· <optimization><intermediate><browser><gpu><quality><targets><texture> - Game Optimization - Introduction & General Principles - Episode 1
Game Optimization - Introduction & General Principles - Episode 1 is the opening video in Ben Cloward's game optimization series, demonstrated in Unreal and Unity with…
71% match
· <general><optimization><budgeting><costs><culling><profiling><youtube> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
69% match
· <optimization><bottleneck><cpu><gpu><profiling><targets> - Shipping Neural Texture Compression in Assassin’s Creed Mirage
A Ubisoft technical article on shipping neural texture compression for PBR materials in Assassin's Creed Mirage to cut texture memory while keeping visual quality.
It explains…
69% match
· <optimization><budget><gpu><materials><quality><texture> - Real-Time GPU Tree Generation
Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik…
69% match
· <optimization><costs><gpu><lod><mesh><targets> - 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…
67% match
· <optimization><intermediate><costs><cpu><gpu><targets><youtube> - Borderline Racing - Optimisation (breakdown)
Case study optimizing a large Unreal scene with 2,500+ actors: Nanite versus manual LODs, shared master materials, batch utilities, and Insights tuning.
62% match
· <optimization><intermediate><lod><materials><profiling><insights><unreal> - How to properly profile your game
Opening stories show GPU-bound teams celebrating CPU particle wins, camera-angle skew in captures, and missed spike frames.
62% match
· <general><optimization><cpu><culling><gpu><spikes> - 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,
62% match
· <cpu><culling><gpu><instancing><mesh> - 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…
62% match
· <budget><culling><gpu><instancing><targets> - Indirect Rendering // Vulkan For Beginners #27
Indirect Rendering // Vulkan For Beginners #27 is a YouTube lesson by OGLDEV in the Vulkan For Beginners series.
60% match
· <intermediate><cpu><gpu><mesh><texture><youtube>