- I made this shader run 5x faster
The original shader layers animated cellular (Voronoi) noise with distorted UVs and procedural value noise, with no texture assets.
100% match
· <optimization><blog><mroz><frame><iterations><linked><profiling><textures> - Optimizing GPU-driven particle system to run 4x faster
The burning-object effect already simulates and draws on the GPU with compute shaders, append buffers, indirect dispatch, and indirect instanced rendering; this piece profiles each pass and tighten…
100% match
· <optimization><intermediate><blog><mroz><linked><mesh><nsight><profiling> - 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.
100% match
· <optimization><blog><mroz><camera><captures><culling><pass><profiling> - 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.
100% match
· <optimization><intermediate><blog><mroz><lighting><mesh><nsight><order> - 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
100% match
· <intermediate><blog><camera><fog><forward><grass><lighting><linked> - 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,
100% match
· <blog><culling><frame><grass><lighting><linked><mesh><opaque> - 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><intermediate><bloom><captures><editor><forward><frame><msaa> - 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…
100% match
· <optimization><intermediate><captures><culling><forward><frame><lighting><resolution> - 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.
97% match
· <optimization><blog><mroz><camera><culling><editor><nsight><unity> - 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…
96% match
· <optimization><blog><case><culling><fog><frame><grass><screenshots> - 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…
96% match
· <optimization><blog><bloom><camera><captures><forward><frame><lighting> - Everything I know about the overdraw
It argues against cutting geometry because debug views look orange without millisecond proof.
93% match
· <optimization><blog><mroz><culling><frame><opaque><textures><transparent> - Benchmarking GPU pipeline stages
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
89% match
· <optimization><blog><mroz><captures><markers><nsight><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).
89% match
· <optimization><blog><mroz><editor><linked><profiling><unity><nsight> - 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…
88% match
· <optimization><intermediate><frame><opaque><pass><resolution><unity><urp> - The Graphics Pipeline and Rendering Types - Game Optimization - Episode 2
The Graphics Pipeline and Rendering Types - Game Optimization - Episode 2 is a YouTube fundamentals video by Ben Cloward that opens his Game Optimization series with pipeline…
88% match
· <forward><lighting><opaque><optimization><profiling><transparency><transparent> - 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…
85% match
· <optimization><intermediate><blog><frame><grass><lighting><mesh><pass> - 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…
85% match
· <optimization><intermediate><blog><captures><case><frame><profiling><screenshots> - Weighted, Blended Order-Independent Transparency
Describes a fast OIT method for rendering transparency (glass, smoke, foliage) without per-pixel sorting.
83% match
· <optimization><blog><fog><opaque><order><pass><resolution><transparency> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
83% match
· <intermediate><blog><camera><opaque><screenshots><textures><transparent><unity>