- 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.
100% match
· <optimization><shaders><artists><gpu><performance><scenes><technical><unreal> - 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.
100% match
· <optimization><advanced><talk><artists><fest><gpu><programmers><technical> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
100% match
· <optimization><advanced><artists><clusters><debug><gpu><programmers><shaders> - Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025
Avowed: A GPU Technical Retrospective is a recorded Unreal Fest Orlando 2025 talk by Matt Campbell, lead graphics engineer at Obsidian Entertainment, on GPU work for the shipped…
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· <optimization><shaders><advanced><talk><artists><fest><foliage><gpu> - 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…
100% match
· <optimization><artists><gpu><performance><programmers><shaders><technical><youtube> - 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.
100% match
· <optimization><foliage><gpu><performance><quality><scenes><toggles><youtube> - 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…
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· <optimization><shaders><talk><artists><gpu><limits><overdraw><programmers> - 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,
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· <shaders><advanced><artists><gpu><performance><programmers><shadows><technical> - REAC 2025 Dragon Age: The Veilguard - GI, RT, Character Creator and other systems
This is a REAC 2025 conference talk video by Navjot Garg, Kleber Garcia, and Darrin Stewart about architectural choices for global illumination, ray tracing, and the character…
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· <shaders><advanced><talk><gpu><limits><memory><performance><reflections> - 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.
94% match
· <optimization><advanced><talk><clusters><gpu><memory><scenes><shadows> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It…
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· <shaders><caching><gpu><growth><limits><optimization><youtube> - 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><talk><artists><fest><memory><technical><traces><unreal> - REAC 2025 Introduction to the conference
A YouTube opening talk for REAC 2025 by Natalya Tatarchuk, CTO at Activision and co-founder of the Rendering Engine Architecture Conference.
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· <talk><memory><performance><programmers><shadows><shaders><technical><youtube> - Variable sized work
Technical blog post by Brian Karis on Graphic Rants about distributing variable-sized GPU work from Nanite tessellation when TessFactors or SplitFactors are far below their maxima.
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· <optimization><advanced><gpu><memory><nanite><programmers><shaders><technical> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
83% match
· <optimization><advanced><artists><gpu><lumen><reflections><shadows><technical> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
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· <shaders><artists><gpu><memory><optimization><programmers><technical> - 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…
81% match
· <optimization><debug><gpu><limits><memory><performance><scenes> - Making GPUs Actually Fast: A Deep Dive into Training Performance
Making GPUs Actually Fast: A Deep Dive into Training Performance is a Jane Street YouTube talk by Corwin and Sylvain on keeping GPUs busy while training neural nets in…
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· <optimization><talk><gpu><memory><performance><programmers><traces><youtube> - This will rewire how you think about rendering optimization
This Procedural Pixels article by Jan Mróz presents a teaching mental model of the GPU rasterization pipeline for everyday optimization.
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· <optimization><shaders><advanced><artists><gpu><programmers><technical> - Shader Graph Baked Rigidbody Animation using Vertex Animation Textures (Vadim, Sept 2019)
Kaburgan's Sept 2019 Story Programming piece bakes rigidbody VAT in Unity 2019.2 LWRP Shader Graph 6.9 without external DCC tools.
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· <shaders><artists><gpu><programmers><technical><textures><youtube>