- 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.
100% match
· <optimization><intermediate><video><cloward><budgets><capture><cpu><developers> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
100% match
· <optimization><intermediate><captures><culling><forward><frame><lighting><resolution> - 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.
100% match
· <optimization><before><captures><cpu><developers><frames><game><gpu> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match
· <before><developers><free><game><gpu><look><series><shader> - 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><developers><earlier><forward><free><game><lighting><look> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
100% match
· <intermediate><already><before><free><pixel><shader><special><time> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
100% match
· <intermediate><developers><engine><inside><post><prior><series><time> - 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
· <before><covers><cpu><culling><earlier><frame><free><game> - Youtube > Makin' Stuff Look Good in Unity
YouTube channel “Makin’ Stuff Look Good in Unity” (UCEklP9iLcpExB8vp_fWQseg) publishes stylized rendering breakdowns - particles, trails, shaders, and URP/HDRP tips for indie polis
100% match
· <intermediate><video><before><free><look><playlist><series><shader> - Youtube > Ned Makes Games
Ned Makes Games YouTube channel covers Unity game dev with emphasis on shaders, rendering tricks, and clear beginner-to-intermediate explanations for hobbyists.
Episodes often w
100% match
· <intermediate><video><before><free><playlist><series><shader><time> - Substrate Light Reflectance - Unreal Substrate - Episode 2
Ben Cloward video explaining light reflectance inputs in Unreal Engine's Substrate material system.
93% match
· <intermediate><video><cloward><ben><covers><engine><episode><unreal> - Shell texturing vs raymarching
Shell texturing re-renders meshes with normal offsets; raymarching marches rays inside a volume.
83% match
· <cost><engine><geometry><overdraw><shader><transparency><unity> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
81% match
· <optimization><bound><captures><cpu><frames><gpu> - VRAM bandwidth and its big role in optimization
It defines VRAM, the bus, and which shader and fixed-function paths stress bandwidth.
79% match
· <optimization><intermediate><bound><deferred><frames><resolution><transparency><unity> - Rotations | Geometric algebra episode 13
Episode 13 of the All Angles geometric algebra series deriving rotations as two successive reflections via the sandwich product, introducing rotors and angle doubling.
79% match
· <intermediate><video><already><earlier><episode><episodes><inside><series> - ARM Learning Paths - Mobile, Graphics, and Gaming
Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware.
77% match
· <optimization><analysis><capture><frame><gpu><structured><unity> - 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.
77% match
· <optimization><budgets><captures><cpu><culling><gpu><unity> - Optimize Your Game with the Unity Profile Analyzer
Official Unity guide to the Profile Analyzer package, which aggregates CPU marker data across many profiler frames.
67% match
· <optimization><intermediate><analysis><before><frames><unity> - 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.
67% match
· <optimization><intermediate><culling><dynamic><geometry><unity> - Versors, rotors, and spinors | Geometric algebra episode 14
Episode 14 of the All Angles geometric algebra series explaining versors, rotors, and spinors via the sandwich product of reflections and rotations.
67% match
· <intermediate><video><already><earlier><episode><episodes><series>