Static Batching in Unity Like You Never Saw
Why devs don't know how static batching truly works in Unity
Practical articles on CPU, GPU, memory and engineering process optimization.
Why devs don't know how static batching truly works in Unity
Static Batching Like You Never Saw: You already toggled static flags and still saw batches explode. That is where a frame-time cliff starts: draw calls stay high, CPU work keeps burning cycles, and optimization becomes firefighting instead of progress.
Let us see why late Z-Kills are so bad for your GPU
Exploring Low-Level GPU Metrics With SMM: When GPU performance collapses, generic profiling views are often too high-level to explain why. You need low-level counters, or you stay stuck in expensive guess-and-check loops.
IL2CPP's Most Intimate Performance Secrets: If your hot C# path runs thousands of times per frame, tiny IL2CPP details become real frame time.
Talking about the games industry...
Butchering Shaders for Performance: Most shader slowdowns are not magic, they are expensive instructions repeated millions of times.
And yet the question comes back to strike again... is pooling dead?
Rocket-Performance: From 0 to 90FPS+: You do not jump from bad FPS to stable 90 by random tweaks. You get there by killing the right bottleneck, in the right order, with evidence instead of panic.
Are my student emails like this one justified?
I just got this inspiring email from Performance Taskforce member Sourav...
I still see this happen. "Pipeliness" studios many times I do consulting. In spite of having no pipelines of any kind, they still produce great games, engaging experiences, profitable apps. Only that they ship projects at a much higher cost than they could.