⚡ Optimization
Quick Summary
Optimization in game development is the process of improving a game’s performance — increasing FPS, reducing memory usage, shortening loading times — without reducing visual quality or gameplay functionality.

Core Techniques
GPU-Side (Rendering)
- Level of Detail (LOD): Swap high-poly models for simpler versions at distance
- Occlusion Culling: Don’t render objects behind walls or outside camera view
- Draw Call Batching: Group objects into single GPU draw calls
- Shader Simplification: Use cheaper shader variants for distant surfaces
- Texture Mipmaps: Lower-res textures for distant objects
CPU-Side (Logic)
- Object Pooling: Reuse objects instead of create/destroy repeatedly
- Spatial Partitioning: Octrees/quadtrees to quickly find nearby objects
- Multi-threading: Distribute physics/audio/AI across CPU cores
Memory
- Texture Compression: Reduce VRAM usage (BC1-BC7, ASTC)
- Streaming: Load world chunks dynamically
- Asset Bundling: Package assets efficiently to minimize loading overhead
The Profiler
Before optimizing, profile — measure exactly where time is being spent. Unity and Unreal Engine include built-in profilers showing per-frame CPU/GPU cost breakdowns.