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 is not about making draw calls disappear. It is about making them cheaper. This module shows the Frame Debugger and RenderDoc proof, the compatibility rules that break it, and the profiling flow that tells you whether it is actually saving CPU time.
Lazy shader compilation is a launch-day stutter trap. This module shows how to catch CreateGPUProgram in a real build, when ShaderVariantCollection is not enough, and how to prewarm the right variants during startup or a loading screen before players ever feel the hitch.
Asset loading is a three-stage problem, not a mystery. Learn how to profile CPU Usage, File Access, and Asset Loading together, where Awake and asset integration create hitches, and how to use backgroundLoadingPriority and lightmap discipline to cut real load pain.
Decals can make a scene look shipped or quietly wreck your frame time. This module shows why BIRP Projector does not scale, when URP DBuffer vs Screen Space makes sense, and when decal stamping is the smarter call if the result does not need to move.
Heat and battery drain are a retention problem. This module shows how to measure power at the wall, inspect CPU activity with Battery Historian, and cut waste with simple Unity-side moves like lower frame rates and rendering on demand.
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 are the move you make when CPU-side optimization is still not enough. This module shows the real Tape to Tape use case, the API/support gates, the SIMD mindset, and the buffer and readback decisions that separate a real GPU win from a slow science project.
Manual Unity builds are a delivery tax. This module shows the GitLab CI plus Docker plus Game CI path, why a Linux VPS beats blocking your workstation, and how to get from commit to build artifact and team notifications without the usual pipeline mess.
Static batching will not always reduce your draw call count. But it will always do something else that is highly beneficial for your game