GridVids
Sign in with YouTube

The Graphics Pipeline and Rendering Types - Game Optimization - Episode 2

Ben Cloward Jul 24, 2025 15:00
Create an account to hide videos, mark them watched, or save them to Don't Miss.
Don't Miss
Create an account to hide videos, mark them watched, or save them to Don't Miss.
Mark watched
Create an account to hide videos, mark them watched, or save them to Don't Miss.
Hide
Open in popup Open on YouTube
Share video

Share video

Copy the GridVids link or iframe code.

Video link
Iframe code
Iframe content

In this video, I explain how the graphics pipeline works - starting on the CPU and ending up with final pixels on the screen. I explain where potential slow-downs can happen along the way. I also cover the difference between forward and deferred renderers and the strengths and weaknesses of each. Here's last week's video introducing game optimization: https://youtu.be/jt8b0cpjUVk Take a look at the playlist for the whole series: https://www.youtube.com/playlist?list=PL78XDi0TS4lG4wvgfyGECmB8XiJLCgfFD Shader Book Recommendations https://www.bencloward.com/resources_books.shtml ------------------------------ Theme Music Peace in the Circuitry - Glitch Hop http://teknoaxe.com/Link_Code_3.php?q=1526 Background Music Speo - The Little Things https://www.youtube.com/watch?v=kvCYuyyLgC0 #UnrealEngine #shadergraph #Unity
Education
#UE4 #UE5 #Unreal #Unreal Engine #Unity #shader #material #material editor #game development #real-time #tutorial #training #graphics #3d #GPU #tech art #computer graphics #fundamentals #shader graph #optimization #pipeline #hardware #vertex shader #pixel shader #draw calls #forward renderer #deferred renderer