🚀 DOUBLE YOUR PERFORMANCE WITH RUBEN

The Unity Performance Taskforce gives you weekly lessons on:
  • [PRO] Become an efficient developer
  • [CPU] Optimize your gameplay & draw calls
  • [GPU] Better graphics — cheaper
  • [MEM] Lower memory usage, crashes, loading times, package size
Unity Performance Optimization
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🗒️ Static Batching May Not Reduce Your Draw Calls

Static batching will not always reduce your draw call count. But it will always do something else that is highly beneficial for your game

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📽️ Static Batching Not Reducing Your Draw Calls? :---(

Ever saw static batching actually not decreasing your number of draw calls even if you use it correctly? No worries, it may happen by design due to the way the internal vertex & index buffers work. Let me put your mind at ease with this video.

🚀Check out the Unity Performance Taskforce: https://www.PerformanceTaskforce.com
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🗒️ Forward+ (Plus) Rendering in Unity URP 14+ - Shine Your Lights!

Cannot have many real-time lights with Forward Shading in URP... can you? (obviously yes)

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📽️ Forward+ (Plus) Rendering in Unity URP 14+ - Shine Your Lights!

What's the limit for real-time lights in Unity URP? And what can your game needs more? Let's see if Forward+ can help here.

- 🚀Check out the Unity Performance Taskforce: https://www.PerformanceTaskforce.com
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🗒️ Unity Meetup: Was the Pizza Worth it?

No GDC, no Unity, but a 20-minute walk I can do

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The Gamedev Guru Logo

Ruben Torres Bonet (VReality Labs)
Breitenbachstraße 23, 13509 Berlin, Germany

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