- Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
93% match
· <optimization><blog><mroz><culling><frame><opaque><textures><transparent> - Fire/Flame Shader Breakdown (Cyanilux)
Shader Graph breakdown of billboard fire on a quad: scrolling noise warps UVs for a flame texture or procedurally generated ellipse shapes, with per-instance randomization.
79% match
· <shaders><blog><discard><geometry><opaque><overdraw><transparent><unity> - Converting SSE intrinsics code to Neon. Burst masked occlusion culling
Converting SSE intrinsics code to Neon.
79% match
· <optimization><blog><arm><culling><debug><profiler><views><unity> - Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot
Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot is an August 2025 tutorial by Karl Bittner that extends earlier hexaquo grass parts…
77% match
· <optimization><shaders><blog><frame><geometry><overdraw><terrain><transparent> - Ghost of Yōtei – tech deep dive
This PlayStation Blog post by Adrian Bentley, Director of Programming at Sucker Punch Productions, is a long-form tech deep dive into systems behind Ghost of Yotei on PlayStation…
71% match
· <optimization><blog><concrete><culling><frame><terrain><water> - 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.
70% match
· <optimization><beginner><blog><mroz><culling><milliseconds><profiler><views> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
67% match
· <shaders><blog><opaque><textures><transparent><water><unity> - 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…
65% match
· <optimization><culling><frame><geometry><overdraw><unity> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
62% match
· <optimization><shaders><blog><mroz><concrete><culling><terrain><unity> - 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><beginner><blog><mroz><concrete><profiler><unity> - D3D12 Opacity Micromaps
A Microsoft DirectX Developer Blog post by Amar and Adam on Direct3D 12 Opacity Micromaps (OMMs) in DXR Tier 1.2 for cheaper alpha-tested geometry in ray tracing.
It covers…
58% match
· <optimization><blog><geometry><opaque><transparent><triangles> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
58% match
· <geometry><opaque><transparent><triangles><unity> - Software occlusion culling in Block Game
Software occlusion culling in Block Game is a January 2026 Eniko Fox blog post on a CPU depth-buffer occlusion culler for an FNA block/chunk game aimed at weak integrated…
58% match
· <optimization><blog><concrete><culling><geometry><opaque> - Anno 1800: Frame Analysis
Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.
It covers…
58% match
· <optimization><blog><concrete><frame><island><terrain> - AMD GPUOpen
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
56% match
· <optimization><formats><frame><geometry><textures> - Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace
Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace is an NVIDIA Game Developer talk by Calvin Chu on profiling and speeding up the RTX Mega Geometry SDK sample.
It…
56% match
· <optimization><frame><geometry><profiler><views> - Using grid to speed up dynamic collisions
The solver already handles velocity integration, static SDF colliders, iterative dynamic collisions, constraints, and invalid-position correction with Burst-compiled Unity Jobs.
55% match
· <optimization><blog><mroz><culling><geometry><profiler><unity> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
54% match
· <shaders><blog><concrete><textures><water><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,
54% match
· <shaders><blog><culling><frame><opaque><unity> - 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.
54% match
· <optimization><blog><concrete><debug><geometry><unity>