- 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><shaders><artists><budgets><capture><content><gpu><performance> - Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management (Unreal Fest 2024)
Unreal Fest 2024 session on UE5 advanced rendering, graphics performance, and memory management.
100% match
· <optimization><shaders><advanced><talk><artists><fest><foliage><gpu> - Integrated Insights: Automating Performance Capture in Unreal Projects (Unreal Fest Orlando 2025)
Unreal Fest Orlando 2025 session on automating and standardizing performance capture for comparable traces across a project.
100% match
· <optimization><advanced><talk><artists><fest><gpu><orlando><production> - 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
· <shaders><choices><content><feature><free><intermediate><production><rather> - 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
· <shaders><across><advanced><engine><helps><local><ray><series> - 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
· <code><shaders><advanced><artists><covers><frame><free><gpu> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
100% match
· <across><aimed><artists><free><intermediate><maps><ray><shadow> - GDC/ADDON 2022: How (not) to create Textures for VFX (Simon Trümpler / Simonschreibt)
Simon Trümpler's Simonschreibt page hosts his GDC 2022 Visual Effects Summit talk and an ADDON 2022 revision on VFX textures.
100% match
· <artists><channel><focuses><free><talk><technical><useful><video> - Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
Unreal Fest Chicago 2026 session introducing Mesh Terrain in Unreal Engine, a mesh-based alternative to heightfield landscapes for large worlds.
100% match
· <code><talk><aimed><artists><content><covers><engine><fest> - Kiln: WebGPU-Native Out-of-Core Volume Rendering for Multi-GB Datasets
DEV Community article introducing Kiln, a WebGPU-native out-of-core volume renderer that streams multi-GB brick pyramids over HTTP with a fixed VRAM page cache and compute…
100% match
· <code><shaders><advanced><covers><lod><modes><performance><ray> - AMD DGF: An Open Geometry Compression Standard
AMD GPUOpen overview of Dense Geometry Format (DGF) as an open block-based geometry compression approach for dense ray-traced content.
94% match
· <code><aimed><content><engine><opaque><open><ray><traced> - Technical Artist's Guide to Profiling in Unreal Engine (Unreal Fest Orlando 2025)
Unreal Fest Orlando 2025 session on practical Unreal Engine profiling workflow for technical artists.
92% match
· <optimization><talk><artists><fest><habits><regressions><shipping><technical> - How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
90% match
· <code><shaders><talk><aimed><artists><engine><technical><world> - Opacity Micromaps: Smarter Shadows for the Real World
Introductory chapter of the Khronos Vulkan tutorial course on Opacity Micromaps for ray-traced shadows of alpha-tested foliage.
88% match
· <code><optimization><foliage><performance><ray><traced><work><world> - Realtime Raytracing in Bevy 0.20 (Solari)
Technical write-up of Solari, Bevy's realtime path tracer, covering the Bevy 0.20 rewrite.
83% match
· <code><optimization><shaders><advanced><aimed><performance><shadow><technical> - Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
Written companion to Claire Blackshaw’s Develop Brighton 2026 talk on shipping commercial VR in Godot and the community PS5/PSVR2 port work.
81% match
· <code><aimed><covers><engine><shipping><talk><work> - Alan Zucconi - Tutorials
200+ tutorials on game dev math, shaders, Unity techniques, inverse kinematics, and ML topics.
75% match
· <code><shaders><gpu><maps><production><series><shipped> - Wave Tracing: Generalizing The Path Integral To Wave Optics – EUROGAPHICS 2026 Talk
EUROGRAPHICS 2026 talk by Shlomi Steinberg (with Matt Pharr) on generalizing the classical path integral for practical wave-optics simulation.
73% match
· <code><advanced><talk><aimed><local><matt> - Unreal 5.8 - Surface stable Fractal Dithering (FULL TUTORIAL)
Full Unreal Engine 5.8 tutorial recreating Rune Skovbo Johansen's (Runevision) surface-stable fractal dithering with surface and post-process materials.
71% match
· <shaders><talk><aimed><artists><engine><technical><unreal> - EGSR 2026: Lighting-Consistent Object Transfer Across Radiance Fields
EGSR 2026 talk video on lighting-consistent object transfer across radiance fields.
69% match
· <shaders><advanced><talk><across><aimed><video><youtube>