2026.01 - Agentic Profiling
Agentic Profiling: You hit Ctrl+7, record a capture, open the Profiler Timeline, and… your frame time graph still looks like a heart attack. Better ways to do this? Yeah, plenty!
2025.12 - The Few Groups You'll Ever Need: Mipmap & Culling Groups
The Few Groups You'll Ever Need: Mipmap & Culling Groups: Texture shimmer and off-screen simulation waste are two classic performance leaks that quietly stack into stutter. If you ignore both, you pay twice: GPU memory pressure plus CPU work the player never sees.
2025.11 - APV in Your Game? (Adaptative Probe Volumes)
APV in Your Game? (Adaptative Probe Volumes): If your indirect lighting workflow still depends on fragile manual probe setups, you are carrying a hidden bottleneck in both performance and iteration speed. One layout change and the relight cycle becomes a production hitch.
2025.10 - Mesh LODs in Unity 6.2+
Mesh LODs in Unity 6.2+: You know the pattern: scene complexity grows, triangle count explodes, and optimization becomes a late-stage bottleneck nobody scheduled. Mesh LOD in Unity 6.2 is your chance to cut that risk early.
2025.09 - Review Your Auditor, Presets & Assets
Review Your Auditor, Presets & Assets: Cross-platform performance pain usually starts with inconsistency, not one giant bug. One asset imported wrong, one shader variant too heavy, one quality profile forgotten, and you are back in firefighting mode.
2025.08 - Squeezing Ray-Tracing
Squeezing Ray-Tracing: Ray tracing can either elevate your game or trigger a performance disaster, depending on how disciplined your setup is. If you enable everything globally, your frame-time cliff arrives fast.
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2025.07 - Throw WebGL, learn WebGPU
Throw WebGL, learn WebGPU: If your web build still rides legacy assumptions, you are heading into a compatibility and performance bottleneck at the same time. Browser players feel every hitch, and they bounce fast.
2025.06 - UI Toolkit - Faster Than You'd Imagine
UI Toolkit - Faster Than You'd Imagine: Your UI can become a silent bottleneck long before gameplay code does. Menus hitch, inventories lag, and the player blames "the game" even when the culprit is draw-call fragmentation and overdraw.
2025.05 - "VRS" - Variable Rate Shading
"VRS" - Variable Rate Shading: When your GPU is burning cycles on pixels nobody can see clearly, you are paying a performance tax every frame. That is how beautiful effects turn into stutter on mid-tier hardware.
2025.04 - Fast&Sexy Audio Import Settings
Fast&Sexy Audio Import Settings: Audio settings can quietly become a frame-time cliff: random spikes, memory bloat, and loading hitches that look like gameplay bugs. If you leave importer defaults untouched, you are likely burning cycles where players feel it most.
2025.03 - Building Your Own Performance Lab
Building Your Own Performance Lab: Shipping from a single dev machine is a performance disaster waiting to happen. Your build can look perfect on one PC and fall apart on older laptops, Chromebooks, or mid-tier Android, then you eat the support and rating damage later.
2025.02 - Coding Like a `LLM Ninja`
Coding Like a `LLM Ninja`: You can already feel the bottleneck: coding with AI should be faster, yet you still lose hours in copy-paste loops, messy context, and low-quality edits that trigger rework. That hidden review tax compounds every sprint.
2025.01 - The Six Exotic "Profiling Toys"
The Six Exotic "Profiling Toys": You are probably losing time in a performance firefighting loop: the game stutters, you patch one script, and the hitch comes back somewhere else.
2024.12 - Frame Debugger Mastery & Maybe Render Graph?
Frame Debugger Mastery & Maybe Render Graph?: If your profiler says “drawing is expensive” and you still cannot see why, you are debugging blind. Frame Debugger is where you stop guessing and inspect the exact draw-event chain behind the bottleneck.
2024.11 - Let AI Help You Optimize Performance
Let AI Help You Optimize Performance: When you are stuck on a performance bottleneck, brute force is expensive and slow. This module shows you how to use AI as an always-available technical assistant without surrendering engineering judgment.
2024.10 - Motion Vectors - Get Away With Cheap Upscaling& More
Motion Vectors - Get Away With Cheap Upscaling& More: If you are chasing cheap upscaling without understanding motion vectors, you are inviting ghosting, smear, and late-stage visual panic. Motion vectors are not optional once temporal techniques enter your pipeline.
2024.09 - Risk-Reward of AppSw (Application SpaceWarp)
Risk-Reward of AppSw (Application SpaceWarp): If your Quest target is hovering near missed-frame territory, Application SpaceWarp can feel like a lifeline or a visual disaster, depending on how you use it. This module gives you the risk-reward profile before you bet your build.
2024.08 - The Utility of XR Composition Layers
The Utility of XR Composition Layers: If your VR build stutters during loading or your UI turns unreadable after render-scale cuts, you are paying a comfort tax that players feel immediately. XR composition layers are how you stop that from becoming a launch blocker.
2024.07 - From Zero to Perfect CPU Scaling
From Zero to Perfect CPU Scaling: When your simulation scales badly, adding content pushes you straight into a frame-time cliff. This module shows you exactly how that bottleneck grows and how to break it without hand-wavy advice.
2024.06 - Budget-Friendly Serialization & Deserialization
Budget-Friendly Serialization & Deserialization: Nothing destroys trust like a save-system disaster. If your serialization path is slow, allocation-heavy, or migration-hostile, you are building a retention leak into your game.
2024.05 - Texture Arrays — The Forgotten Tool
Texture Arrays — The Forgotten Tool: If your material workflow keeps triggering state-change chaos, you are paying a silent bottleneck every frame. Texture arrays are the forgotten lever that lets you stop swapping texture objects like a panic response.
2024.04 - RenderMode's & Graphics Jobs
RenderMode's & Graphics Jobs: If rendering is eating half your frame budget on one thread, you are one content drop away from a hitch storm. This is where render modes stop being “engine trivia” and become a shipping decision.
2024.03 - My Top Tools I Don't Want to Live Without
My Top Tools I Don't Want to Live Without: You are not only losing time in your game loop. You are losing time in your developer loop, and that invisible review tax turns into deadline panic faster than any shader bug.
2024.02 - BatchRendererGroup - Architecting Your Own Draw Calls
BatchRendererGroup - Architecting Your Own Draw Calls: If your render thread is burning cycles because you keep issuing the same draw call pattern all frame long, BRG is the point where you stop hoping Unity guesses your intent and start controlling it yourself.
2024.01 - GPU Resident Drawer
GPU Resident Drawer: When your scene suddenly falls off a frame-time cliff, you do not need another month of random rendering tweaks. You need to know whether your CPU rendering path is the bottleneck and whether GPU Resident Drawer can actually buy you time.
2023.12 - SRP Batcher - Does it Truly Suck?
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.
2023.11 - 3 Ways to Prewarm Your Lazy Shaders
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.
2023.10 - Boost that Asset Loading, Integration & Threading
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.
2023.09 - Decals: Fast & Furious
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.
2023.08 - It's Hot Down There! Optimizing for Heat, Energy & Battery
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.
2023.07 - Compute Shaders "Behind the Scenes"
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.
2023.06 - THE High-Performance Build Pipeline
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.
2023.05 - High-Performance Collections: Multithreading, Burst, Jobs! <3
High-Performance Collections: Multithreading, Burst, Jobs! <3: Most teams do not lose performance in one giant bug. They lose it through small managed allocations that stack into garbage spikes, stutter, and a steady review tax.
2023.04 - Forward+ Awesomeness in Unity URP
Forward+ Awesomeness in Unity URP: Lighting can push your scene off a frame-time cliff before anyone notices why. You add more lights, visuals improve, and suddenly performance becomes a firefighting loop.
2023.03 - Run-time Material Fusing
Run-time Material Fusing: You fix geometry batching, then one extra texture or material variant puts you back into a draw-call bottleneck. That is a classic retention leak: visuals look fine, frame pacing does not.
2023.02 - Run-time Static Batching - How?!
Run-time Static Batching - How?!: Your batching strategy can collapse the moment design asks for procedural rooms, runtime layout changes, or spawned props. When that happens, CPU bottlenecks come back fast and your frame budget starts bleeding.
2023.01 - Static Batching Like You Never Saw
Static Batching Like You Never Saw: You already toggled static flags and still saw batches explode. That is where a frame-time cliff starts: draw calls stay high, CPU work keeps burning cycles, and optimization becomes firefighting instead of progress.
2022.12 - Exploring Low-Level GPU Metrics With SMM
Exploring Low-Level GPU Metrics With SMM: When GPU performance collapses, generic profiling views are often too high-level to explain why. You need low-level counters, or you stay stuck in expensive guess-and-check loops.
2022.11 - IL2CPP's Most Intimate Performance Secrets
IL2CPP's Most Intimate Performance Secrets: If your hot C# path runs thousands of times per frame, tiny IL2CPP details become real frame time.
2022.10 - Butchering Shaders for Performance
Butchering Shaders for Performance: Most shader slowdowns are not magic, they are expensive instructions repeated millions of times.
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.
2022.08 - "Niche" Shader Tricks to Remove Costly Overdraw
"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.
2022.07 - Huge Worlds, Huge Performance
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.
2022.06 - Metrics: The Gathering
Metrics: The Gathering: If you cannot explain your performance with numbers, you cannot control it. Teams that skip metric discipline end up arguing opinions while regressions keep shipping.
2022.05 - Sexy Scripting: Events, Delegates & More
Sexy Scripting: Events, Delegates & More: Your gameplay code can look clean and still be a hidden GC machine. Event registration patterns and JSON deserialization choices quietly add per-frame garbage that turns into stutter when load rises.
2022.04 - Dynamic Resolution & Upscaling: FSR, DLSS, TAAU & more
Dynamic Resolution & Upscaling: FSR, DLSS, TAAU & more: When your GPU hits a fragment bottleneck, quality settings alone will not save you. You need a controlled way to avoid the frame-time cliff without shipping a blurry disaster.
2022.03 - MEM - Class vs Struct in Gamedev
MEM - Class vs Struct in Gamedev: If your frame time keeps spiking for "no reason," you are probably paying silent GC debt. The class-vs-struct myth and careless string handling can push you into a frame-time cliff long before you notice it in gameplay.
2022.02 - Engineering a Consistent Profiling Scenario (CPS)
Engineering a Consistent Profiling Scenario (CPS): You do not have a performance problem, you have a measurement problem. When every test run starts in a different place, with random AI and random CPU frequencies, your team burns days chasing fake regressions.
2022.01 - Nuke Your Loading Times
Nuke Your Loading Times: Your first 10 seconds are where players decide to stay or bounce. If launch flow drags, you are bleeding retention before gameplay even starts, and every release becomes loading-time firefighting.