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2025.12 - The Few Groups You'll Ever Need: Mipmap & Culling Groups

December 1, 2025 ยท 22 min read

Texture shimmer and off-screen simulation waste are two classic performance leaks that quietly stack into stutter. If you ignore both, you pay twice: GPU memory pressure plus CPU work the player never sees.

This module pairs two high-leverage systems: mipmaps for texture stability and Culling Groups for behavior-level control by visibility and distance. You stop treating optimization as one giant rewrite and start cutting waste where it actually happens.

The proof frame is explicit. Mipmaps add about 33% per-texture memory but remove aliasing and moire artifacts, while streaming and limit groups let you cap cost with concrete budgets and quality bands. On the gameplay side, Culling Groups use bounding spheres and distance bands to disable expensive AI, animation, or particles when objects are hidden or far, with callback-driven state changes instead of blind per-frame guesswork.

Your next step is concrete: enable mipmap streaming on high-impact textures with a defined memory budget, then add a Culling Group around one crowd system and measure simulation cost before and after visibility gating.

CEO/Producer translation: you protect frame stability and hardware coverage by eliminating invisible work and controlling texture memory deliberately.

Unlock this module now and apply the full mipmap-plus-culling workflow to reclaim performance without sacrificing visual quality.

In this module:

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