What to do if you're CPU Bound - Game Optimization - Episode 5
In this video, I go over a list of possible solutions to apply if your project is taking more time on the CPU than on the GPU. Most of the items have to do with reducing draw calls. I also show before and after performance of the scenes that we'll be optimizing later in the series so you can get an idea of what to expect.
Here's last week's video about how to know if you're CPU or GPU bound:
https://youtu.be/XgaEqRXVmO0
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
#cpu
#gpu
#gpu bound
#cpu bound
#draw calls
#performance
#occlusion
#distance culling
#HLODs