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GPU performance: find the bottleneck

Test a specific cause: pixels, geometry, draw submission or first-use material work.

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Fix the conditions first

Record rendering method, resolution, device, build configuration and a reproducible gameplay segment. Keep camera and content comparable. FPS caps and VSync can hide cost differences behind identical FPS; examine frame time too.

The CPU prepares frames and commands; the GPU executes work. Fewer entities do not guarantee lower pixel cost, and smaller textures do not automatically fix expensive gameplay logic. One FPS number cannot identify the limiting part.

One experiment, one cause

Change in a test-scene copyWhat it probesWhat it does not establish
Reduce 3D viewport size with the same cameraPixel count and screen-effect dependenceAn exclusively GPU-bound problem
Temporarily remove transparent layersOverdraw, blending and sortingThat all transparency is unacceptable
Simplify geometry without changing materialGeometry and vertex-shader workFree textures or fragment shading
Group identical separate objectsRepeated-geometry preparation and submissionThat a large MultiMesh always wins
Repeat the first material appearanceCold versus repeat behaviorEvery variant ready on another device

Inspect the resulting image after each change. A missing effect or culled school is not a valid optimization of the original result.

Repeated-geometry example

The runnable school renders 2048 instances without 2048 entities. VisibleInstanceCount=0 hides the geometry, and a positive value draws a prefix. These are behavior checks rather than a comparative speed measurement.

MultiMesh reduces separate objects but retains vertex and visible-pixel work. Materials, shadow passes, views and surfaces may require additional submissions. Instancing alone does not mean exactly one draw call for an entire game.

Measure the right thing

Use separate measurements for detailed C# CPU work. CPU elapsed time is not a GPU timer. GPU timing needs a suitable tool and support from the chosen graphics API. One desktop card does not certify phones, Web or minimum-spec machines.

Bounds and 3D · First-use compilation

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