Latest

Optimizing GPU-driven particle system to run 4x faster
Here I optimize the GPU particle system I implemented in the previous article, making it render almost 4x faster.
Rendering
Optimization
Tech-Art
Case study

Implementing mesh dissolve effect from scratch
I walk you through implementing GPU-driven particle system in Unity from scratch, using compute shader for spawn and simulation together with vertex/index buffers to create a mesh dissolve effect
Advanced
Rendering
Tech-Art
Tutorial
Most popular

Optimizing whole frame - case study
How I optimized the frame time in my project.
Case study
Optimization
Rendering
Intermediate

Terrain hack: Fastest erosion algorithm ever
This is the fastest, and the simplest terrain erosion algorithm I've tried. Explained in detail.
Intermediate
Rendering
Tutorial
Tech-Art
All articles

Optimizing GPU-driven particle system to run 4x faster
Here I optimize the GPU particle system I implemented in the previous article, making it render almost 4x faster.
Rendering
Optimization
Tech-Art
Case study

Implementing mesh dissolve effect from scratch
I walk you through implementing GPU-driven particle system in Unity from scratch, using compute shader for spawn and simulation together with vertex/index buffers to create a mesh dissolve effect
Advanced
Rendering
Tech-Art
Tutorial

GPU Buffers in Unity: 101
Explaining different buffer types in HLSL
Rendering
Tech-Art
Tutorial
Intermediate

Custom GPU-Driven rendering in Unity
Basic custom GPU-Driven rendering implemented in Unity
Rendering
Advanced
Tech-Art
Tutorial

Rendering 90,000 particles in Unity: what actually costs CPU and GPU time
I simulated 90,000 CPU particles in Unity 6 URP and compared six rendering paths: GameObjects, GPU Resident Drawer, Graphics.RenderMesh, instanced draws, procedural RenderMeshPrimitives, and Batch Renderer Group.
Case study
Rendering
Optimization
Deep dive
Profiling

How to properly profile mobile GPU using ARM Streamline
Configuring ARM Streamline profiler to make it the best tool for profiling mobile
Profiling
Intermediate
Optimization
Deep dive

Using grid to speed up dynamic collisions
I used grid acceleration structure to speed up the dynamic collisions in my physics solver
Case study
Intermediate
Optimization
Dev

Optimizing URP lighting for low-end devices
I optimize lighting in the master node of URP's shader graph for weaker devices
Case study
Optimization
Rendering
Intermediate

Optimizing camera overhead to the absolute minimum
In this article, I show you how I reduce the camera overhead to the absolute minimum.
Advanced
Rendering
Case study
Tech-Art

The nature of the pixel
What is the pixel, and how storing textures as group of texels affects the rendering. Here I dive into real challenges connected to the discrete nature of the rendering.
Tech-Art
Intermediate
Deep dive

Verlet Solver - simplest physics engine implementation
How to implement your custom physics engine using verlet integration. It is possible to do this in a weekend!
Beginner
Tutorial
Optimization

Optimizing whole frame - case study
How I optimized the frame time in my project.
Case study
Optimization
Rendering
Intermediate

Texture Baking - Trading VRAM for GPU performance
How to speed up an expensive shaders by baking a part of the calculations into a texture.
Case study
Optimization
Profiling
Advanced
Tech-Art
Tutorial

Benchmarking GPU pipeline stages
I created a benchmark for each rendering stage in the rendering pipeline. Then I compared the GPU architecture of RTX 3060 to GTX 1050 Ti.
Advanced
Case study
Tech-Art
Profiling

Profiling the GPU in Unity Editor
How to connect Nsight Graphics to Unity Editor to profile GPU in the game view, without building the game.
Tutorial
Beginner
Tech-Art
Basics

Custom occlusion culling - faster than Unity
I build my custom occlusion culling designed for my project. I show the implementation, optimization steps, benchmarks and final effects.
Advanced
Optimization
Deep dive
Profiling

How to properly profile your game
A few examples of wrong practices, my profiling philosophy, what data to look for when profiling An example of profiling built-in occlusion culling and the GPU Resident Drawer in Unity.
Beginner
Profiling
Optimization
Deep dive

How I implemented 3D particles with no CPU code, no meshes, no instancing.
How I implemented 3D particles with no CPU code, no meshes, no instancing. And how I made them run 2x faster.
Intermediate
Rendering
Optimization
Case study
Tech-Art

Stateless particles - rendering without a mesh
Rendering effects without CPU mesh handling. Creating particle meshes on the fly in the shader code. Implementing a tornado VFX and making it run 13x FASTER.
Intermediate
Optimization
Deep dive
Case study
Tech-Art

Terrain hack: Fastest erosion algorithm ever
This is the fastest, and the simplest terrain erosion algorithm I've tried. Explained in detail.
Intermediate
Rendering
Tutorial
Tech-Art

Making Unity's grass look less shitty
Improving Unity's built-in grass shader.
Intermediate
Rendering
Case study
Tech-Art

This will rewire how you think about rendering optimization. This is a deep dive.
My mental model of a GPU that I use every day to reason about rendering, profiling and choosing the right optimization path.
Advanced
Rendering
Deep dive
Tech-Art

I made this shader run 5x faster
I optimize one of my old fragment shaders to run 5x faster, keeping visuals almost unchanged.
Advanced
Optimization
Case study
Tech-Art

The art of debugging the rendering
How to debug rendering issues. I explain my workflow.
Intermediate
Rendering
Tutorial
Tech-Art

Moving top-down camera with preserved world-space texture content
I implement a top-down camera that dynamically follows the player's position, updating its view as the player moves, and preserves the texture content in world space.
Intermediate
Rendering
Deep dive
Tech-Art

Moving instance updates off the main thread
Offloading Unity character trail rendering calculations to a multithreaded job unlocked massive CPU gains
Intermediate
Optimization
Tutorial
Tech-Art

Rendering into custom texture in Unity
How to render a custom content into a texture in Unity.
Advanced
Rendering
Tutorial
Tech-Art

Shell texturing vs raymarching
Shell texturing - When to use it? How to optimize?
Advanced
Rendering
Deep dive
Tech-Art

Rendering into texture - the most important TA skill
This is core graphics knowledge. Master it once, and you’ll see the same principle popping up everywhere.
Intermediate
Rendering
Deep dive
Tech-Art

VRAM bandwidth and its big role in optimization
I explain what VRAM bandwidth is, why it is important in rendering optimization, and what to look at in your game to optimize it.
Intermediate
Profiling
Deep dive
Tech-Art

GPU Sorting Algorithms - Benchmarks
See which sorting methods work fastest in real GPU benchmarks, and find out how simple loop unrolling can make your graphics run faster.
Intermediate
Optimization
Deep dive
Dev

How to profile the rendering - GPU profiling basics
What are GPU profilers? Which one to use? How to use them?
Beginner
Optimization
Tutorial
Tech-Art

Render Graph - Creative Shadowcasting
I use shadowcasting technique to improve my rain-atmosphere effect.
Intermediate
Rendering
Tutorial
Tech-Art

Render Graph - Polishing Rain Atmosphere Effect
I fix the bloom flickering artifacts by postprocessing and manipulating the smoothness parameter in the GBuffer.
Beginner
Rendering
Tutorial
Tech-Art

Render Graph - Creating Rain Atmosphere
Altering the URP Gbuffer to simulate a rain-atmosphere.
Beginner
Rendering
Tutorial
Tech-Art

Render Graph - Introduction
Basics of the new Render Graph API available since Unity 6.
Beginner
Rendering
Tutorial
Tech-Art

