Consulting on visual optimization of game graphics

Our video game development company runs independent projects, jointly creates games with the client and provides additional operational services. Expertise of our team allows us to cover all gaming platforms and develop an amazing product that matches the customer’s vision and players preferences.
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Consulting on visual optimization of game graphics
Simple
~1 business day
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Consulting on Visual Graphics Optimization Issues

Frame time 28ms on Samsung Galaxy A53 with target 16.6ms. Unity Profiler shows Camera.Render takes 18ms of them. Developer looks into Frame Debugger — 340 draw calls, half of which is UI Canvas in Screen Space - Overlay mode with Rebuild every frame. This is solvable in a day. But without understanding exactly where the loss is — iterations take weeks.

Consulting on visual optimization — this is diagnosing bottlenecks and a plan of specific actions, not "use fewer polygons".

What to profile and where to look

CPU side. UnityEngine.Rendering.RenderPipeline.Render in Profiler — first entry point. If there > 10ms on mobile with simple scene — dig further. Canvas.SendWillRenderCanvases — sign of problematic UI. ShadowCaster.Render — too many shadows or shadow distance is too large. Animator.Update with large number of active animators in scene — each active Animator uses CPU independent of visibility.

GPU side. Snapdragon Profiler for Android, Xcode GPU Frame Capture for iOS — more precise than Unity Profiler for GPU analysis. Fillrate overdraw visible in Unity Scene View in Overdraw mode — red zones are multiple redraws. Typical problem: particle systems with Additive blending draw 15-20 layers over background — each layer is full fillrate pass.

Memory. Memory Profiler package — not built-in Profiler. Heap snapshot shows specific textures taking VRAM. Uncompressed 4K texture = 64 MB VRAM, without mipmaps even worse — GPU still reads full resolution when object is far.

Typical findings during audit

Dynamic batching doesn't work. Unity automatically batches meshes with same material if they are ≤ 900 vertices and 300 triangles. But if objects have different MaterialPropertyBlock values (e.g., color through script) — batching breaks. Solution: GPU Instancing + Instanced property through shader UNITY_INSTANCING_BUFFER.

Canvas Rebuild every frame. Canvas.willRenderCanvases fires on any child element change — offset, color, text. If HUD updates timer every second, entire Canvas recalculates. Solution: split Canvas into static and dynamic parts. Animated elements on separate Canvas — breaking parent-child hierarchy is not critical for visuals, but removes rebuild.

Shadow Distance. On mobile platforms Shadow Distance = 150 (default) renders cascaded shadows for everything within 150 units from camera. On top-down or isometric view this is the entire visible level. Actual need — usually 20-40 units. Difference in shadow render time — 3-4x.

MipMap Streaming not configured. Without QualitySettings.streamingMipmapsActive = true all textures load at full resolution on scene start. For mobiles with 3-4 GB RAM this is critical — scene with 200 textures can take 600 MB VRAM on startup.

How consultation proceeds

First stage: audit. Launch project on target device with Profiler attached, record several characteristic scenes. Analyze frame breakdown, draw calls, fillrate, memory snapshot. Result — list of bottlenecks with potential improvement estimate.

Second stage: action plan. Prioritize by "fix complexity / performance gain" ratio. Quick wins (shadow distance, canvas split, texture compression) — first. Architectural changes (GPU Instancing transition, LOD reorganization) — with effort estimate.

Third stage: implementation support. Can implement ourselves or consult team during self-fixing. For second option: written technical guide with specific settings and expected results.

Tools we use

Unity Profiler, Memory Profiler 1.1+, Frame Debugger — basic set. RenderDoc for detailed GPU analysis on PC. Snapdragon Profiler, ARM Mali Graphics Debugger — for Android with respective GPU. Xcode GPU Frame Capture + Metal Performance HUD — for iOS. Stats window in Game View for quick batch and vertex assessment.

Timeline

Consultation Type Timeline
Express audit + report (1 scene, 1 platform) 1–3 days
Full performance audit + optimization plan 5–10 days
Audit + optimization implementation 2–6 weeks

Cost is calculated after initial project analysis and target platforms.