2022.09 - Rocket-Performance: From 0 to 90FPS+
Rocket-Performance: From 0 to 90FPS+: You do not jump from bad FPS to stable 90 by random tweaks. You get there by killing the right bottleneck, in the right order, with evidence instead of panic.
Practical articles on CPU, GPU, memory and engineering process optimization.
Rocket-Performance: From 0 to 90FPS+: You do not jump from bad FPS to stable 90 by random tweaks. You get there by killing the right bottleneck, in the right order, with evidence instead of panic.
Are my student emails like this one justified?
I just got this inspiring email from Performance Taskforce member Sourav...
I still see this happen. "Pipeliness" studios many times I do consulting. In spite of having no pipelines of any kind, they still produce great games, engaging experiences, profitable apps. Only that they ship projects at a much higher cost than they could.
"Niche" Shader Tricks to Remove Costly Overdraw: Overdraw is where your GPU starts burning cycles for pixels players never really see. Ignore it, and your game can fall off a frame-time cliff the moment effects stack up.
Huge Worlds, Huge Performance: Huge worlds fail when you treat memory like it is infinite. If everything stays loaded, you hit a bottleneck wall in memory, loading, and frame stability long before your content roadmap is done.
Metrics only matter if they drive decisions. This module shows how to set red/orange/green budgets, measure main vs render thread correctly, and automate repeatable Unity performance tests with markers, medians, and GC data.
Discover the performance challenges of crowd rendering & how to render thousands of character in Unity within your tight performance budget
Events and delegates can look innocent and still feed the GC. This module shows the cached-delegate fix, the custom event-manager route, and the JSON overwrite/manual parsing moves that cut scripting allocs before they turn into hitching.
Dynamic resolution and upscaling are how you buy back GPU frame time without defaulting to a blurry disaster. This module shows the first support gates, the camera/pipeline setup, the Frame Debugger proof path, and the quality tradeoffs across TAAU, FSR, and DLSS.
Make your expensive scripts cost nothing while they are offscreen
MEM - Class vs Struct in Gamedev: stop repeating the stack-vs-heap myth and start profiling what actually hurts. This module shows when structs help, when copies bite back, and how a simple string path can jump from hidden GC debt to a measured fix.