- Optimizing Based On Analysis - Game Optimization - Episode 8
[video] Optimizing Based On Analysis - Game Optimization - Episode 8 is a free YouTube episode by Ben Cloward that applies prior PIX captures to concrete Unity URP and Unreal…
100% match
· <optimization><captures><drawer><fps><gpu><profiler><resident><wins> - Custom occlusion culling - faster than Unity
A spline camera records 1200 identical frames for Unity Profiler and Nsight on i5-10400F and RTX 3060 at 1440p.
93% match
· <optimization><blog><mroz><builtin><camera><culling><drawer><occlusion> - Converting SSE intrinsics code to Neon. Burst masked occlusion culling
Converting SSE intrinsics code to Neon.
92% match
· <optimization><blog><cpu><culling><experimental><occlusion><profiler><views> - 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.
87% match
· <general><optimization><blog><mroz><camera><captures><culling><occlusion> - Analyze First, Then Optimize - Game Optimization - Episode 4
Analyze First, Then Optimize is episode 4 of Ben Cloward's Game Optimization YouTube series.
83% match
· <general><optimization><budgets><cpu><gpu><processor><target><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…
77% match
· <optimization><budgets><captures><cpu><culling><gpu><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,
73% match
· <blog><cpu><culling><gpu><occlusion><target><unity> - 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.
71% match
· <general><optimization><budgets><cpu><gpu><spikes><unity> - Everything I know about the overdraw
It argues against cutting geometry because debug views look orange without millisecond proof.
70% match
· <optimization><beginner><blog><mroz><culling><milliseconds><profiler><views> - 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.
69% match
· <optimization><cpu><culling><gpu><occlusion><wins> - 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.
65% match
· <optimization><captures><gpu><method><wins><unity> - 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.
64% match
· <general><optimization><beginner><blog><mroz><captures><cpu><gpu> - Most Optimization Advice Misses the REAL Problem
SimonDev talk on locating where frame time is spent before applying generic optimization advice.
62% match
· <general><optimization><cpu><culling><gpu><spikes> - Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
[video] Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P.
62% match
· <budgets><cpu><gpu><survey><views> - HIP Threads: GPU power for teams without GPU experts
AMD GPUOpen Learn article by Alexander Blake-Davies, Kelvin Lui, Chas Boyd, Marko Savic, and Daniel McIntosh introducing HIP Threads, a C++ concurrency library for AMD GPUs.
58% match
· <optimization><blog><cpu><gpu><profiler><teams> - 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><cpu><culling><gpu><occlusion> - 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…
58% match
· <optimization><blog><cpu><culling><gpu><occlusion> - 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…
58% match
· <optimization><blog><captures><profiler><spikes><steam> - Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine
Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine is a free YouTube video on the Digital Foundry channel.
Digital Foundry sponsored interview with IO…
56% match
· <optimization><cpu><fps><gpu><target> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
55% match
· <optimization><blog><mroz><camera><captures><culling><unity>