- ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
98% match
· <optimization><android><captures><counters><custom><frames><renderdoc><streamline> - 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…
98% match
· <optimization><intermediate><blog><captures><frames><missing><performance><process> - 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).
97% match
· <optimization><blog><mroz><api><bottlenecks><builds><counters><profiler> - GPU utilisation and performance improvements
GPU utilisation and performance improvements is an August 2025 Interplay of Light article by Kostas Anagnostou on keeping GPU SIMD and VALU units busy across rendering…
83% match
· <optimization><blog><bottlenecks><counters><passes><performance><profiler><vendor> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
79% match
· <intermediate><blog><android><api><captures><frames><setup><workflow> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
78% match
· <optimization><intermediate><blog><mroz><graphs><mobile><setup><renderdoc> - 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…
73% match
· <optimization><intermediate><blog><custom><mobile><performance><queries><screenshots> - Converting SSE intrinsics code to Neon. Burst masked occlusion culling
Converting SSE intrinsics code to Neon.
71% match
· <optimization><blog><android><arm><missing><profiler><screenshots> - 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.
71% match
· <optimization><intermediate><captures><frames><performance><process> - Performance Profiling on AMD GPUs – Part 1: Foundations
This is Part 1 of a three-part ROCm Blogs series by Gina Sitaraman, Thomas Gibson, Luka Stanisic, Giacomo Capodaglio, Alessandro Fanfarillo, and Asitav Mishra on performance…
71% match
· <optimization><blog><counters><device><performance><setup> - libGPUCounters Machine Readable Specification
libGPUCounters Machine Readable Specification is the public Arm specification tree that describes Arm GPU performance counters for third-party tooling and…
69% match
· <optimization><arm><counters><mobile><performance><profiler> - CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization
CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization presents a training-free multi-agent workflow for CUDA kernel generation and optimization by…
69% match
· <optimization><api><performance><profiler><workflow> - Shipping WebGPU on Windows in Firefox 141
Shipping WebGPU on Windows in Firefox 141 is a July 2025 Mozilla Gfx Team Blog post by jblandy announcing that Firefox 141 enables WebGPU on Windows after years of…
67% match
· <intermediate><blog><android><api><builds><frames><missing> - ARM Learning Paths - Mobile, Graphics, and Gaming
Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware.
65% match
· <optimization><android><mobile><performance><studio><renderdoc> - 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,
65% match
· <blog><custom><device><missing><performance><setup> - 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.
60% match
· <optimization><blog><mroz><custom><frames><profiler> - 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.
60% match
· <optimization><blog><mroz><captures><custom><passes> - Texture Baking - Trading VRAM for GPU performance
The case study starts with a procedural rock material built in Shader Graph: bevel edge detection on normal maps, triplanar wood and mud, and many texture samples that leave the GPU texture unit st…
60% match
· <optimization><blog><mroz><mobile><profiler><workflow> - 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.
60% match
· <optimization><blog><mroz><android><captures><custom><profiler> - SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering
SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering is a free multi-chapter Vulkan Documentation Project course that adds hybrid ray tracing to a Vulkan…
60% match
· <intermediate><mobile><passes><setup><studio><renderdoc>