SRP Batcher: Does it "Truly Suck"?
As many so called "game devs" say: does the SRP batcher truly suck?
Practical articles on CPU, GPU, memory and engineering process optimization.
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.
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
Compute Shaders "Behind the Scenes": Some workloads keep your CPU in a bottleneck even after normal optimization passes. If you miss the right offload moment, you keep burning cycles and delay real wins.
THE High-Performance Build Pipeline: Slow builds are a production bottleneck, not a developer inconvenience. Every manual build, upload, and handoff adds delay that compounds into release panic.
Static batching will not always reduce your draw call count. But it will always do something else that is highly beneficial for your game