Top Tools We Certainly Do Not Want to Live Without
These are the tools that help us daily in our game performance consulting practice
Practical articles on CPU, GPU, memory and engineering process optimization.
These are the tools that help us daily in our game performance consulting practice
My Top Tools I Don't Want to Live Without: You are not only losing time in your game loop. You are losing time in your developer loop, and that invisible review tax turns into deadline panic faster than any shader bug.
BatchRendererGroup - Architecting Your Own Draw Calls: If your render thread is burning cycles because you keep issuing the same draw call pattern all frame long, BRG is the point where you stop hoping Unity guesses your intent and start controlling it yourself.
GPU Resident Drawer: When your scene suddenly falls off a frame-time cliff, you do not need another month of random rendering tweaks. You need to know whether your CPU rendering path is the bottleneck and whether GPU Resident Drawer can actually buy you time.
As many so called "game devs" say: does the SRP batcher truly suck?
Not handling shader prewarming? Then yo are not helping your players pay you money.
SRP Batcher - Does it Truly Suck?: If you still judge SRP Batcher by raw draw-call count, you can end up making the wrong call and shipping a costly bottleneck. The real danger is not the number on screen, it is how expensive each state change becomes.
3 Ways to Prewarm Your Lazy Shaders: First-use shader compilation can ambush you with a hitch right when the player expects smooth action. In VR or commercial gameplay moments, one stutter can become instant trust loss.
Boost that Asset Loading, Integration & Threading: Long loading screens and transition hitches are dopamine killers. Even good gameplay loses momentum when every scene handoff adds a stutter tax.
Decals: Fast & Furious: Decals can make your scenes look premium and still push you into a frame-time cliff if you choose the wrong technique. Visual juice is great until per-frame cost starts bleeding your budget.
It's Hot Down There! Optimizing for Heat, Energy & Battery: Heat and battery drain are not cosmetic issues. They are a retention leak: less playtime, hotter devices, and worse reviews even when your FPS graph looks acceptable.
A solid build pipeline for your projects that actually helps you save 20h/week or more. Is this too much of an ask? Look inside.