Embrace the New Norm in the Industry — 120 FPS — With Confidence

Become a High-Performing Game Developer

Understand & Apply Best Unity Performance Practices


Start Shipping High-Performance Games in 32 Days or Less...


Join a Community of Professional Game Developers Who Stay Up-to-Date

  • Level up your knowledge in performance optimization
  • Cut your iteration times: 2x your professional output in ½ the time
  • Write high-performing code based on clean architectures
  • Learn insider secrets that only big studios know about
  • Join 1 live lesson per month to get your project up to speed
  • Get rid of 2+ month project delays due to last-minute performance bottlenecks

“I was tired of the long profiling sessions that only led to marginal performance gains. So I focused on game performance for years, studied the best developers in the area and developed my own techniques to ship high-performing games consistently.

Now I share them with you…”

Dear future game performance expert,

How do you ship high-performing games consistently without the sweat, blood and tears most game developers suffer from?

That’s a topic I have been working on for the last 10+ years.

How would it feel to open your game analytics, only to see 5-star reviews of your high-fidelity game… running on a 10-year-old device?

What if you could optimize any scenario, for any device, no matter its complexity to the frame-rate your player expects?

Can you imagine the confidence you would project in all these job interviews that only seem to focus on Unity performance and best practices?

How easier would your professional life be if you knew the exact tools and workflows you needed to follow to never be stopped by the dreadful red numbers (i.e. 10 FPS)?

What about the respect you would gain from your colleagues and bosses once you knew and applied the industry’s best practices that 99% of developers aren’t aware of?

"I HAD NO CLUE WHAT TO DO OR HOW TO DO IT"

I know every game developer wants that.

The problem is that there is no quality content that teaches you the insider secrets that only big companies with AAA budget know.

I myself struggled with most of these areas until I started working from professionals more experienced than myself. Until I put consistent focus and work on game optimization.

Only then I discovered how important it was to have a structured workflow that would lead me from A to B without detours.

I know we all could eventually get to 120 FPS by trial and error. But the question is: do you have the time for that?

That’s why I spent over a decade developing the optimization techniques that you are about to learn.

The little-known strategies and tactics that will bring your game performance from virtually 0 FPS to your performance target.

And let’s be honest…

Frame-rate is just one metric.

The area of performance is much broader than that.

It won’t matter if you get your game rendering at 120 FPS… if it just takes 2 minutes to crash into the desktop.

Another fact? Your frame-rate doesn’t matter either if you make your players wait over 10 seconds in your loading screens.

Both issues lead to an immediate uninstall. A loss of revenue. A loss of a positive review. A gain of a negative one.

That’s how the world is nowadays.

No one will care about your game if it does not meet the performance standards set by modern players.

And if your game doesn’t sell well, you won’t get the promotion you worked so hard for.

And worse yet, you will start “just another project” only to see the exact same performance problems.

What can 120 FPS give you if these issues ruin the experience of your players?

You see, it only takes one top-voted negative review to stop players from buying your game.

I know that also from my own experience.

There are more games than time I have to play them.

When I look for my next game in Steam, it only takes a negative review to remove the game from my cart.

And low frame-rate, hitches, loading times are a bunch of these common factors I see over and over again in these negative reviews.

And talking about performance…

"PERFORMANCE OPTIMIZATION USED TO BE HARD"

Yes, I know.

Performance optimization can be hard…

But it doesn’t have to be.

Performance optimization is only hard if you have to figure out everything by yourself.

But in the games industry, there will be very few moments when you will be the first one in the world to solve a problem.

That’s why performance optimization becomes actually easy.

You just need to to learn from someone who already suffered the nuances of Unity. The dreadful draw calls that aren’t batching. The almost-invisible triangles that skyrocket your overdraw levels and brings your frame-rate down to single digits.

So you can learn from someone who spent over a decade building the performance techniques that actually move the needle in the real world.

In the real-world, yes. I’m not talking about adding 1,000 cubes into a scene. We all have seen that already.

Hey, I’m Ruben Torres.

I’m the founder of the Game Performance Taskforce. I mentor hundreds of game developers to enable them to ship high-performing games in a consistent manner. And I consult with game studios to help them reach their performance goals.

I run TheGamedev.Guru where I help fellow game developers like yourself become more efficient at, well, developing efficient games.

I have worked for and with companies like Wooga, Volkswagen, Audio, Ubisoft, Forcefield XR, Exozet, Halfbrick Studios, XR Bootcamp and many more.

Along the way I have worked on many VR experiences and also games such as Star Trek Bridge Crew (Oculus Quest), Catan Universe, Diamond Dash, Time Stall, Anne Frank and AAA games I can’t (yet) mention.

I am an official Unity insider and you might have seen my name in blogs like Unity, Gamasutra and GameDev.Net where I publish regularly. You might even have taken any of my performance courses I offer here at TheGamedev.Guru or even at XR Bootcamp.

RUBEN HAS BEEN FEATURED ON

But yes, I am not “just a content creator”.

I do what I preach. I teach you only the optimization techniques that serve me well in production games played by well over 50 million players..

That’s how I earn the cake. Yummy.

Just like you, I have spent sleepless nights squeezing “just a few” milliseconds off the hardware.

I know. I can hear already the famous “That’s great Ruben but why should I care?”

Here’s the thing…

"I STARTED WITH ZERO CLUE ON OPTIMIZATION,
I HAD NO IDEA ON WHERE I WAS
OR WHAT MY NEXT STEPS WERE SUPPOSED TO BE"

Really.

All I got was a 15 FPS project and I was told “make it 60”.

And having just a few weeks for that, I can definitely tell you I was out of my comfort zone.

I had no one to ask about “best practices” or “next steps”.

And there was no content or tutorials on how to do real-life performance optimization. The tutorials on 1,000 cubes didn’t help.

No one understood performance.

Worse, no one cared.

That all changed when I spent years putting my own research into real-life optimization.

And that got even better when I got to work with the best of the industry.

You see, sometimes all it takes to level up as a developer is to find a good mentor.

Somebody who has already done several times what is so hard and confusing to do — performance optimization.

And because I know very well how it feels to have no clarity… I want to offer you my mentorship.

IMAGINE IF YOU KNEW WHAT TO DO AT EACH STEP OF YOUR GAME OPTIMIZATION JOURNEY

Have you ever felt like you didn’t know where to start?

Performance problems can quickly overwhelm even the most expert game developer…

It only takes you to see a red number — 5 FPS — to get this umconfortable feeling that no way in hell you are going to make it…

Many developers have that nagging feeling.

Like there is so much to be done… but there are too many variables and it’s hard to tell where to start.

And more importantly, it’s unclear what the next steps should be.

And that usually arrives at the worst moment: release deadlines.

Yes, you don’t have weeks to spend on optimization. You need to ship a project. You need the quickest route to your target FPS.

In fact, if you just could focus on your gameplay systems instead of performance…

The solution?

Ask somebody who has done this over dozen times.

IMAGINE FEELING CONFIDENT AS YOU SHARE YOUR OPTIMIZATION PLAN WITH YOUR COLLEAGUES

Doing a game performance audit is difficult.

After all, you need to dissect over 50 performance metrics.

You must not only understand the meaning and impact of each metric, but also be able to find the metrics that actually matter to you.

  • Overdraw %
  • % cache hit/miss
  • average instructions per fragment
  • shader GPU cycles of your shaders
  • … the list goes on.
  • Imagine if you just knew the metrics that actually matter to you.

Imagine you could explain with simple words to your colleagues and supervisors what the problem is, and what you are going to do about it.

Whom would they trust for the area of game performance from now onwards?

Now, why am I telling you to imagine you these scenarios…?

Well, because you can become that developer.

  • The developer who is not afraid to tackle performance issues.
  • The developer who is confident about the information they gather.
  • The developer who puts an action plan together and assigns resources to them.
  • The developer whose colleagues respect and can count on…

And that’s why I’m excited to introduce you to the Game Performance Taskforce.

Unlike most developers, you will stop building technical debt by dealing with performance problems upfront.

In fact, since you will learn best practices, the performance problems you will face will be totally under your control and easily fixable.

No more “optimize from 0 to 72 FPS in 2 weeks”.

Instead of building technical debt that will cost you months of work later down the road, you will face problems right away, even before they happen.

"I WILL DEAL WITH OPTIMIZATION LATER ON"

Have you ever heard a developer saying that?

I was guilty of this myself several times.

“It’s fine, we can deal with optimization later on. After all, premature optimiz…”

And there you have it. Performance bottlenecks in your face before you can finish that sentence.

Just like Unity, Epic Games and expert game developers say, you need to track performance from day one.

Surely you don’t need to focus on performance for a prototype.

But at some point, you will switch your focus from “prototyping” to “developing”.

As soon as that happens, you must make performance a priority.

If you don’t do that, you’ll end spending months of frustrating work that no one takes pleasure from.

And this is why I want to mentor you.

Because I have the confidence I can help you skip the long over-hours many developers face when squeezing milliseconds off the hardware by trial and error.

Because I know that your life will become simpler with the techniques I am about to teach you…

Introducing...

The Game Performance Taskforce

Each Week = 1 Lesson

  • Week 1: PRO Performance
  • Week 2: CPU Performance
  • Week 3: GPU Performance
  • Week 4: MEM Performance

WHAT IS IT?

By joining the Game Performance Taskforce, you will learn the best-kept “secrets” of the games industry.

Every week. In video format.

Secrets you won’t find on my blog or YouTube.

Instead of settling for releasing unfinished products, you will develop high-performing projects from day 1.

The alternative is to keep building technical debt that delays your release or worse, leads to publishing a broken game. I mean, look at the release of Cyberpunk 2077, Batman Arkham Knight, etc..

You don’t want 30 FPS games to disappoint your players and put a mark in your CV.

In the Game Performance Taskforce, you will get exclusive content every week on different aspects of game performance that very well affect your project and professional career.

WHAT WILL YOU LEARN?

Each week, you and I will focus on one of the four game performance pillars.

Let me show you around.

Here’s the video content you’ll get in a typical month:

  • Week 1: Professional performance
  • Week 2: CPU optimization
  • Week 3: Graphics optimization
  • Week 4: Memory optimization

🥳 Occasionally, there will be live lessons so you can ask your questions on the fly.

We cover (very much) real-life scenarios:

  • Tired of waiting for an unresponsive editor? Okay, then focus on PRO performance. This is all about you.
  • Is rendering/physics/UI overwhelming your CPU? Well, then have a look at the CPU optimization weeks.
  • Are you struggling to get high-fidelity graphics on low-powered devices? Fix this by checking out the GPU optimization weeks.
  • Are you dealing with crashes or long loading times? Here, MEM is for you.

Of course, the Game Performance Taskforce is more than that.

As I said, performance is broader than most developers think.

We will deal with efficient game architecture, high-performing C#, optimizing battery drain, setting up CD/CI with efficient caching policies, cloud delivery distribution, etc..

Every lesson delivered week by week, in Full-HD format.

But I don’t want to spoil all of it yet.

So if you want to stay up to date in this ever-changing industry, joining the Game Performance Taskforce is the wise way to go about it.

You are about to get access to the perfect balance between high and low level optimization techniques that will 10x your gamedev career.

WHAT ARE YOU GETTING?

You will gain access to commercial-free, exclusive video content not available on my blog or on YouTube.

You will go deep into subjects that are extremely relevant in the industry.

I update the content of this membership on a weekly basis.

And on top of that, you are getting some juicy bonuses.

  • BONUS 1: Exclusive access to private members Discord channel
  • BONUS 2: Access to the monthly live lesson or live Q&A
  • BONUS 3: My personal hand-picked list of tools that I use every day
  • BONUS 4: Insider discounts for TheGamedev.Guru performance products
  • BONUS 5: Access to an upvoting system to suggest next topics
  • BONUS 6: Apply for consulting jobs (priority 2)

Want to have a look?

PRO LESSONS

  • Reduce your editor iteration times
  • Improve compile times
  • Architectural patterns to make your life easier
  • The optimization mindset
  • New C# features: should you use them?
  • Best practices in high-performance game development
  • Profiling tools: PIX, VTune, Unity profiler(s), RenderDoc, Snapdragon profiler, OVR Metrics, …
  • Advanced profiling workflows & my industry-proven methodology
  • Automating performance testing
  • The performance expert toolkit

CPU LESSONS

  • Physics optimization to make room for thousands of rigid bodies
  • Sneaky techniques like CPU-Slicing,
  • Modern draw call batching techniques
  • C# scripting optimization
  • How to get better animations for less milliseconds
  • Combating canvas rebuilds in User Interfaces
  • DOTS, ECS, Job System, Burst Compiler
  • Object pooling techniques: pros & cons
  • Measure & optimize power consumption for longer battery life
  • VR Rendering techniques in detail: multipass, multiview
  • Frustrum culling, occlusion culling, quadtrees, octrees…

GPU LESSONS

  • Fighting the dreadful overdraw
  • Shader complexity, measurement and optimization
  • Analyzing and optimizing the GPU render pipeline journey
  • Advanced techniques such as A2C
  • Opaque UI techniques to achieve high-performing canvases
  • How to strike the perfect draw call order
  • Analyzing texture filtering, mipmapping, anisotropic, etc..
  • The quirks of compute skinning
  • The cost, uses & benefits of render textures
  • When/how to use (or not) light probes, reflection probes
  • Affordable real-time ray-tracing for high-fidelity visualization
  • Lightmapping on a budget and in-depth analysis of mixed modes
  • Simplifying geometry and vertex shading

MEM LESSONS

  • Transitioning to indirect references to reduce memory usage
  • High-performing asset import settings: textures, meshes, audio…
  • Texture streaming
  • Addressables for efficient memory management
  • Halve your memory bandwidth to MEM mobile bottlenecks
  • Memory measuring techniques
  • Reducing the cache miss rates of your CPU and GPU RAM
  • Optimizing memory access patterns through ECS
  • Cloud content delivery
  • Reducing the memory cost of your render textures
  • Improve loading times down to 3 seconds
  • Analyze and reduce your package size for faster installs & downloads

Enroll Now to Join Our Upcoming Live Lesson:

Advanced LOD Features & Workflows

  • Why & When (Not) You Need LODs
  • Live Tutorial Applied to Sci-Fi Environments
  • Advanced LOD Workflows: Crossfading, Dithering, Lightmapping, Occlusion Culling & More
  • How to Hide the Shameful LOD Popping
  • The Secret Uses of LOD in Performance Optimization

Professional Membership

35

* VAT not included, if applicable

New Lessons Each Month:

  • 1x PRO performance lesson
  • 1x CPU performance lesson
  • 1x GPU performance lesson
  • 1x MEM performance lesson
  • BONUS 1: Access to private members Discord channel
  • BONUS 2: Access to monthly live lessons or Q&A
  • BONUS 3: Hand-picked list of performance tools
  • BONUS 4: Insider discounts for TheGamedev.Guru
  • BONUS 5: Access to topics upvoting system
  • BONUS 6: Apply for consulting jobs (priority 2)
  • Cancel anytime (100% risk-free)
  • Individual subscription

Studio Membership

127

* VAT not included, if applicable

New Lessons Each Month:

  • 1x PRO performance lesson
  • 1x CPU performance lesson
  • 1x GPU performance lesson
  • 1x MEM performance lesson
  • BONUS 1: Access to private members Discord channel
  • BONUS 2: Access to monthly live lessons or Q&A
  • BONUS 3: Hand-picked list of performance tools
  • BONUS 4: Insider discounts for TheGamedev.Guru
  • BONUS 5: Access to topics upvoting system
  • BONUS 6: Apply for consulting jobs (priority 2)
  • Cancel anytime (100% risk-free)
  • 5 developer seats (special plans for 20+ available upon request)

Questions? Let’s get in touch at ruben@thegamedev.guru

TheGamedev.Guru Guarantee

I provide you with the finest industry-proven game optimization strategies that will help you reach your performance goals.

You either substantially improve your game's frame-rate or you cancel your membership at any time.

No small letter or hidden terms... No risks, no hassles.

It's that simple.

What People Are Saying About The Gamedev Guru

Jonathan Weinberger

CEO at GameDevHQ

The knowledge and passion Ruben has for optimization is to be admired.

I highly recommend his course

Robert Wetzold

CEO at Wetzold Studios

It’s thanks to Ruben and his really well structured blogs that I was able to first of all understand these and then also to transform my whole project to Addressables in record time.

He looks at so many angles and even has been available to personally help with additional questions I had. I can only applaud his passion and willingness to share.

Emanuel Amler

(VFX) 3D Character Animator

I am very happy that Ruben offers this 1:1 coaching at all, because I can read through tons of articles and lists of possible improvements, and still not be able to apply the different steps to my very own project.

His 1:1 coaching was definitely not only a time- and money-saver for this project, but he also has great skills to boil down complex information into chunks that are easy to understand and apply.

Yorai Omer

Lead Game Developer at Re-Logic

Allow me to begin by saying I am a happy customer, it was a lovely course on Addressables!

After requesting additional content on integrating Mirror Networking with Addressables, Ruben went as far as to add a lesson about it.

Ruben: if you ever make another course, please do hit me up with an e-mail!

Ido Ben Shalom

Unity Developer at D.I.C

I appreciate all the content you write. It really helped me grasp the true power of the addressables package.

I used to struggle a lot with memory consumption, crashes, high cpu usage etc.. and your content helped me overcome a lot of obstacles.

I signed up to the course you’ve created and finished several chapters already and am very excited to keep reading

Brian Hunsaker

CTO at Dark Tonic Games

Ruben is deeply knowledgeable about every aspect of Unity development.

He figured out the issue I had been struggling within minutes.

His expertise is worth any price.

Your Frequently Asked Questions

I'm already at 60 FPS. Is this useful for me?

Oh yes!

  1. 60 FPS is only half-way through! 120 FPS is the new norm (see Quest 2) and modern players demand up to 240 FPS.
  2. Improving performance will skyrocket battery life and reduce the heat generation we all hate in summer (especially in VR).
  3. These performance optimization techniques will be a HUGE plus for your future projects and job interviews
  4. You’ll be part of a growing gamedev community focused on making high-performing games happen
Can I use Mac?

Yes. Over 95% of the content is platform-agnostic.

Some lessons might be specific to Windows (and possibly Linux), such as those involving RenderDoc.

Do I get full access instantly?

Yes.

Once you enroll in the membership, you will get full access to the Game Performance Taskforce Vault

What if I don't make it to a live session?

I’ll do my best to find a timeslot that suits you.

If you can’t make it to the event, that’s no problem because you’ll be able to watch the entire replay in the members area.

Is this a subscription? What happens if I stop paying?

It is a recurring subscription that you can cancel at anytime.

If you pause or stop your membership, you will lose access to the members area and the bonuses such as Discord channel and live Q&A

I have another question

Great!

Send me an email at ruben@thegamedev.guru and I’ll answer straight away.

What do I get each month?

Each month, you will get access to four new lessons on each of the game performance pillars.

On the first week, one new lesson on PRO perormance.

On the second week, one new lesson on CPU performance.

Third week: GPU lesson

Fourth week: MEM lesson

After a year, that’s about 48 lessons (12 of them live):

  • 12 PRO lessons
  • 12 CPU lessons
  • 12 GPU lessons
  • 12 MEM lessons

VReality Labs

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The content you find here is based on my own opinions. Use this information at your own risk.