60-120 FPS

"Don't get fooled by the mass screaming 'Performance by Default! Avoid premature optimization!'", says this Unity performance expert who consistently fine-tunes enterprise and game studios' projects to reach high 60-120FPS

If you are not delivering the frame-rate your users demand, I can show you the fastest way to reach your performance goals without all the pain that comes from doing turtle-slow blind optimization work.

Dear Unity developer,

If you want to gain the rare ability to optimize any Unity project to your target performance goals without spending the over-hours that still lead you to delaying your project, then today I will show you how.

Here’s what I’m talking about:

I created a framerate-oriented membership called “Performance Taskforce”.

However, it is expensive and definitely not for everybody.

The “Performance Taskforce” is an exclusive membership that gives you weekly lessons on Unity performance. Lessons I have learned over the years of optimizing games and VR experiences full-time. Tips, strategies and tactics that you can implement from DAY ONE to reap the benefits of shipping high-performance projects:

  • Better reviews.
  • Better experience.
  • Better sales.
  • Better salary.

Each lesson is designed to…

Get Your Project to Your Target Performance Goal

That’s my goal for you with this membership.

I want that every video you watch in this membership removes milliseconds from the render loop of your project. Every video results an increase in your project performance.

But there’s more to that.

You are getting a few of my most valuable perks when you subscribe.

Here’s the first one:

The Unity Performance Checklist PRO 2021+

This is a checklist that you can print for any of your project to avoid the sneaky mistakes that kill your frame-rate. With over 250 performance tips, it is hard to go wrong with this performance-savior.

This Checklist Helps You Achieve...

Low Build Sizes (page 15)
Efficient Rendering (page 5)
Low Memory Usage (page 14-b)
Low-Latency VR (page 12)
High-Performing C# Scripting (page 7)
Reduce GPU Overdraw (page 11)
Quick Loading Times (page 14-a)
Fast User Interfaces (page 6)

Some of the performance tips you get inside this checklist include:

  • Performance-killing mistakes I see studios do while creating user interfaces in Unity (page 6)
  • What to do when physics ruin your day and the performance cost of your project (page 8c)
  • The few “sneaky” player & quality settings that boosts your rendering frame-rate with a few clicks (page 5)
  • How to kill vertices the easy way if your GPU cannot handle so many at once (page 12a)
  • 10 ways to reduce the cost of your shaders so your GPU can deliver more frames per second (page 12b)
  • Weapons to fight the infamous animation techniques that cost you over 2ms per frame (page 8a)
  • Scripting-cost reduction techniques that will halve the blue-colored bars you see in the profiler (page 7)
  • Action points you must execute on today if overdraw leaves your GPU without memory bandwidth and halves your frame-rate (page 11)
  • Specific TODOs and DONTs to follow from today onwards to reduce your build sizes by 10x to be the last app to be uninstalled in your user devices (page 15)
  • The 20 must-know items to follow to ensure your GPU graphics can catch up with your CPU (page 10)
  • 6 VR-specific optimization techniques to leave your GPU some breathing room (page 12c)
  • How to structure your scene hierarchy to allow maximum parallelism and built-in job system usage (page 8b)
  • The guaranteed ways to kill your loading times and memory usage (page 14)

And of course some of the famous trade-off performance charts that you find in page 17:

  • Should you use static batching?
  • SpriteRenderer or Images?
  • CPU slicing technique worth?
  • Using Addressables (or not?)
  • Deliver assets through CDNs?
  • OOP or the trendy DOTS?

And finally, in page 18 you are getting get the Unity draw-call batching diagram that makes it crystal-clear when you must use or avoid any of the 4+ batching techniques in Unity.

But hey, we are not done yet.

When you subscribe today, you also get:

  • Exclusive access to private members Discord channel
  • Access to the monthly live lesson
  • My personal hand-picked list of tools that I use every day
  • Insider discounts for TheGamedev.Guru performance products
  • Access to a community-driven upvoting system for next optimization topics
  • Priority 2 to apply for consulting jobs

In any case, here’s the deal:

Each week you get a new video lesson that increases your project performance on the four pillars of high-performance Unity development:


  • Reduce your editor iteration times, e.g. setting up cache servers correctly (Week 009)
  • Improve compile times
  • Architectural patterns to make your job easier: Command Pattern (Week 017), Transaction Pattern (Week 021), KISS Dependency Injection (Week 025), etc.
  • The P3 optimization mindset you must have to ship high-performing projects (Week 001)
  • New C# features: when is it wise to use them?
  • Best practices in high-performance Unity development
  • Profiling tools: PIX, VTune, Unity profiler(s), RenderDoc (Week 011), Snapdragon profiler, OVR Metrics, …
  • Advanced profiling workflows & my industry-proven methodology
  • Automating performance testing
  • The performance expert toolkit


  • How to animate hundreds or even thousands of characters (Week 014)
  • Physics optimization to make room for thousands of rigid bodies (Week 018)
  • Sneaky techniques like CPU-Slicing, CullingGroups (Week 026)
  • Modern draw call batching techniques to halve your rendering cost
  • C# scripting optimization, CPU Slicing (Week 010)
  • How to get better animations for less milliseconds
  • Combating canvas rebuilds in User Interfaces
  • DOTS, ECS, Job System, Burst Compiler (Week 002)
  • 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…
  • Faster Than Light - FTL - Raycasting (Week 022)


  • Fighting the dreadful overdraw
  • Shader complexity, measurement and optimization
  • Analyzing and optimizing the GPU render pipeline journey, incl. forward vs deferred rendering (Week 015)
  • Advanced techniques such as A2C
  • Opaque UI techniques to achieve high-performing canvases
  • How to strike the perfect draw call order
  • Analyzing and choosing texture filtering techniques, mipmapping, anisotropic (Week 012)
  • The quirks of compute skinning
  • The cost, uses & benefits of render textures
  • When/how to use (or not) light probes, reflection probes (Week 023)
  • Affordable real-time ray-tracing for high-fidelity visualization
  • Lightmapping on a budget (Week 007) and in-depth analysis of mixed modes
  • Simplifying geometry through advanced LODs (Week 003) and vertex shading
  • Getting the most out of your shadows: quality & performance (Week 019)
  • Tiled-based rendering and avoiding GPU-killing resolve costs (Week 027)


  • Transitioning to indirect references to reduce memory usage
  • High-performing asset import settings: textures, meshes, audio…
  • Texture streaming
  • Addressables for efficient memory management (Week 020)
  • Halve your memory bandwidth to double your mobile frame-rate
  • Memory measuring techniques (Week 004), including GC allocations that freeze your project (Week 028)
  • Measuring cache miss rates of your CPU (Week 016)
  • Optimizing memory access patterns through ECS
  • Cloud content delivery to bypass lengthy & frustrating store updates when you update your project content
  • Advanced mipmap settings: why and when to use them in your project (Week 024)
  • Reducing the memory cost of your render textures
  • Improve loading times down to 5 seconds
  • Analyze and reduce your package size for faster installs and reaching a wider audience

These are some of the lessons that you can expect to see coming in this membership once you subscribe.

Note: I don't offer any refunds on this membership (but you can cancel anytime with just a few clicks and no hassles)

You will get immediate access to the growing library of performance content. his membership will keep you up-to-date in the industry of high-performing Unity projects.

Yes, performance optimization is a complex topic.

But I make optimization really simple so that you can start seeing results as fast as today.

However, this membership is not for everybody.

Yes, it is expensive.

But that’s exactly what allows me to bring in more industry experts to some live lessons so that you can ask them your questions directly.

And that is what gets you insider content delivered to your email every week. Content that you won’t find anywhere else.

If you don’t care about that, then this membership is not for you.

But if you care about staying up-to-date in the games industry and gaining+keeping a healthy frame-rate that your users are happy with, then now it’s time for you to choose if you want to get on board or not.

Try out this membership by clicking the Join button below.

Individual License
Studio License
Your Membership Includes
  • Unity Performance Checklist PRO (Valued at €77)
  • Immediate access to the FULL video library (Valued at €300)
  • 1x NEW PRO performance lesson/month
  • 1x NEW CPU performance lesson/month
  • 1x NEW GPU performance lesson/month
  • 1x NEW MEM performance lesson/month
  • Exclusive tickets to monthly live lessons
  • Request lessons in the membership board
  • Private Discord community & networking
  • Individual License (1 Seat)

* Excluding VAT, if applicable

Questions? Get in touch at

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 can cancel your membership any time.

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

It's that simple.

What People Are Saying About Ruben Torres

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.

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 (Week 011).

Do I get full access instantly?


Once you enroll in the membership, you will get full access to the Unity 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


Send me an email at 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 Unity 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.