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What to do if you're GPU Bound - Game Optimization - Episode 6

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Video / channel Intermediate

Ben Cloward

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Description

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 optimization series.

It separates geometry bound versus pixel bound cases, then covers polygon budgets, LODs, quad overdraw, culling, lighting cost in forward versus deferred, post-process and transparency overdraw, dynamic resolution scaling caveats, and a forward look at shader optimization and PIX analysis in later episodes. Unreal Nanite and MegaLights are noted as special cases.

It is for intermediate Unity and Unreal developers who can already tell CPU from GPU bound frames from earlier episodes. Engine-agnostic checklists come before tool-specific captures.

The video is free on YouTube with a series playlist for prior and upcoming episodes.

It is useful as a structured checklist when frame time is GPU-limited but you have not yet opened a GPU capture tool.