Performance News
The latest Performance coverage curated for game developers.
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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, …
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 …
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 …
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 …
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 …
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 …
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 …
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 …