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Optimizing whole frame - case study

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Jan Mróz

Proposed by Jan Mróz

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Description

Optimizing whole frame - case study is Jan Mróz's Unity 6000.2.9 URP Forward+ village optimization pass at fixed 2560x1440 on an RTX 3060 with DX12 and Nsight Graphics. Every iteration uses the same camera angle so shadow, opaque, transparency, and post timings stay comparable.

Wins include disabling costly grass shadow map work, enabling custom occlusion culling, simplifying grass shaders and texture fetches, tuning anisotropic filtering, merging rain into traditional transparency, replacing shell-textured fog with raymarching, trimming bloom, and swapping SMAA for 4x MSAA. Reported GPU frame time drops from about 11.1 ms to 5.35 ms without resolution upscaling cheats.

Intermediate Unity render engineers who can read Nsight markers and negotiate quality toggles with art will get the most from the pass-by-pass notes. Some visual changes are flagged as optional quality settings.

The article is a free case study on proceduralpixels.com cross-linking occlusion, profiling, and fog technique posts.

Whole-frame Procedural Pixels case studies are often used as templates for structured optimization milestones on PC titles.