A Thousand Cuts Down to 5
summary
Case study of a GearVR Unity game that hits target 60 FPS by enforcing concrete limits (roughly 75k static tris, 8k dynamic tris, 25 draw calls per eye) and using the Unity profiler and frame debugger to prove gains. Pipeline fixes include automatic texture atlasing, chunked mesh merging, a spawn-test asset workflow, ProBuilder greyboxing, custom occlusion culling and a one‑button build/run. These tools and rules let the team iterate on-device, cut draw calls without hand‑reworking assets, and reach correct framerate.
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chapters (14)
- 0:00Performance optimization challenges
- 2:29Game optimization philosophy
- 5:45Zombie Nom Nom VR case study
- 7:58Performance programming guidelines
- 9:01Tools for workflow efficiency
- 10:51Key optimization areas
- 15:04Benchmarking and collaboration
- 15:25Rendering pipeline and draw calls
- 20:51CPU vs GPU bottlenecks
- 24:03Artist content pipelines
- 29:57Level design pipeline
- 36:40Custom culling systems
- 38:06Build pipeline for testing
- 42:39Final insights
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