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Performance News

The latest Performance coverage curated for game developers.

Optimizing Deep Rock Galactic Survivor for mobile

Unity details how Deep Rock Galactic: Survivor was reworked for mobile, where thousands of enemies, projectiles, and damage numbers had to fit inside a 3 GB iPad budget. Piktiv swapped …

Official Unity · 1 day, 6 hours ago
Inside the Vault: Join the Fallout 76 XBOX Series Public Test Server

Fallout 76 is getting a native Xbox Series X|S public test server, with Insiders able to try the console upgrade before it hits live. The build targets 60 FPS on …

Official XBox Wire · 3 weeks, 2 days ago
Fixing high polling rate mice on Windows in Godot

Godot 4.7.2 finally fixes a long-standing Windows input bottleneck that could tank framerate when players used 2 kHz, 4 kHz, or 8 kHz mice. The change keeps raw mouse input …

Official Godot Engine · 3 weeks, 4 days ago
GPU implementation of a resource-constrained virtual machine

A new paper shows a resource-constrained virtual machine can run effectively on GPUs, with the biggest gains coming when workloads are written to exploit data parallelism. The team ported Uxn …

Research arXiv cs.GR · 1 month ago
Keeping a VR giant fresh: Gorilla Tag’s two-week live ops cadence

Unity details how Gorilla Tag stays fresh with a two-week live-ops cadence that ships new maps, cosmetics, and modes across every supported VR platform. Another Axiom says the real challenge …

Official Unity · 1 month ago
Can Zig Beat Unity's Burst Compiler?

git-amend benchmarks a tiny Unity number-crunching task in Zig, then calls the native DLL through P/Invoke to see how it stacks up. The comparison includes a plain C# loop and …

Video git-amend · 1 month, 1 week ago
GDC Side Quest - A Sit-Down With The Indomitable Sam Beart

Samantha Beart is the featured guest on this month’s GDC Side Quest segment of the Game Developer Podcast. The conversation spotlights one of games’ most recognizable performers, making it a …

News Game Developer · 1 month, 2 weeks ago
Deploying and optimizing UG for Meta Quest

Unity details how Continuum XR ships UG on Meta Quest with Unity 6, Photon Fusion 2, and a fast APK-to-Quest deployment loop. The team targets 72 fps, uses the Profiler …

Official Unity · 1 month, 3 weeks ago
CodeDev launches optimisation division The Performance Guys

CodeDev has spun up The Performance Guys, a dedicated optimisation division aimed at late-stage, project-critical performance work. The team is all engineers and technical artists, and it’s already claiming major …

News GamesIndustry.biz · 1 month, 3 weeks ago
Human Vision Constrained Super-Resolution

A new super-resolution approach uses a human-vision model to skip detail work the player likely cannot perceive, cutting compute by 2x or more without hurting perceived quality. The framework adapts …

Research arXiv cs.GR · 2 months ago
TypeScript 7 Released – 10X Faster

TypeScript 7 is here, and the headline change is brutal: Microsoft says the compiler is now 8–12x faster. The big shift is architectural, with the TypeScript toolchain moving from TypeScript …

Blog Gamefromscratch · 2 months, 1 week ago
GRay: Ray Tracing 3D Gaussians Near the Speed of Splats

Ray tracing 3D Gaussians is finally looking practical: GRay reports nearly 4x faster rendering and almost 10x faster optimization than prior 3DGRT, while keeping similar quality. For graphics programmers, the …

Research arXiv cs.GR · 2 months, 2 weeks ago
Defold in the middle of 2026 - a summary

Defold’s first half of 2026 focused on engine and workflow upgrades for gameplay, 3D, web, and mobile devs. The 1.12 series added late_update(), engine throttling, safer area support, camera/world-screen helpers, …

Official Defold · 2 months, 2 weeks ago
Defold in the middle of 2026 - a summary

Defold’s 2026 H1 releases focused on engine and workflow upgrades for gameplay, 3D, rendering, web, and mobile. The biggest changes land in 1.13.0: new Box2D Lua APIs, Morph Targets for …

Official Defold · 2 months, 3 weeks ago
GB-LSR: A Fast Local Spectral Image Representation with a Single Global Bandwidth for Continuous Reconstruction and Super-Resolution

A new image representation claims a big speed/quality win for continuous reconstruction: GB-LSR uses one global trainable bandwidth across all patches and still beats matched-budget LIIF/LTE/WIRE baselines by 2.8-3.6 dB …

Research arXiv cs.GR · 3 months ago
Sine Waves - Procedural GPU Patterns

Procedural GPU patterns can look elegant, but they trade texture fetches for extra math and shader cost. Sine-wave based effects are a good example: they’re flexible, yet more complex patterns …

Blog Catlike Coding Godot · 3 months, 2 weeks ago
Megakernel vs Wavefront GPU Path Tracing

Wavefront path tracing came out about 16% faster than a megakernel path tracer in this GPU study, mainly because it kept cache behavior healthier. The authors also note neither implementation …

Research arXiv cs.GR · 3 months, 3 weeks ago
Progressively Projected Newton's Method

For graphics programmers, the practical win here is fewer expensive Hessian eigen-decompositions without giving up Newton-style convergence. The paper shows that projecting only a small subset of element Hessians can …

Research arXiv cs.GR · 3 months, 3 weeks ago
Discretizing Group-Convolutional Neural Networks for 3D Geometry in Feature Space

A new paper argues you can cut the cost of equivariant 3D CNNs by sampling in feature space instead of densely across rotations and translations. The practical win is that …

Research arXiv cs.GR · 4 months ago
Unreal Engine 5.8 Preview Released

The release of Unreal Engine 5.8 Preview brings significant performance advancements that developers should explore, especially graphics programmers. While it's not intended for production use, the improvements in reliability and …

Blog Gamefromscratch · 4 months ago
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