Latest

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.

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!
Tutorial

Optimizing whole frame - case study
How I optimized the frame time in my project.

Texture Baking - Trading VRAM for GPU performance
How to speed up an expensive shaders by baking a part of the calculations into a texture.
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.
Most popular
All articles

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.

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!
Tutorial

Optimizing whole frame - case study
How I optimized the frame time in my project.

Texture Baking - Trading VRAM for GPU performance
How to speed up an expensive shaders by baking a part of the calculations into a texture.
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.

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
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.

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.

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.

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.

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

Making Unity's grass look less shitty
Improving Unity's built-in grass shader.

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.

I made this shader run 5x faster
I optimize one of my old fragment shaders to run 5x faster, keeping visuals almost unchanged.

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

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.

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

Rendering into custom texture in Unity
How to render a custom content into a texture in Unity.
Tutorial

Shell texturing vs raymarching
Shell texturing - When to use it? How to optimize?
Rendering

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.
Rendering

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.

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.

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

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

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

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

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