What to do if youre GPU Bound  - Game Optimization - Episode 6 @BenCloward
What to do if youre GPU Bound  - Game Optimization - Episode 6  @BenCloward
Uploaded August 2025 | Updated September 2026, 2 weeks ago
In this video, I go over a list of possible solutions to apply if your project is taking more time on the GPU than on the CPU. These include discovering if you're geometry bound or pixel bound, and then ways to reduce the number of polygons you're drawing or the cost of the pixels you're rendering.

Here's my favorite video about quad overdraw:
youtube.com/watch?v=hf27qsQPRLQ

Here's last week's video about what to do if you're CPU bound:
youtu.be/SwWW36mbDhU

Take a look at the playlist for the whole series:
youtube.com/playlist?list=PL78XDi0TS4lG4wvgfyGECmB8XiJLCgfFD

Shader Book Recommendations
bencloward.com/resources_books.shtml

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Theme Music
Peace in the Circuitry - Glitch Hop
teknoaxe.com/Link_Code_3.php?q=1526

Background Music
Speo - The Little Things
youtube.com/watch?v=kvCYuyyLgC0

#UnrealEngine #shadergraph #Unity
What to do if youre GPU Bound  - Game Optimization - Episode 6Series Summary and Whats Next - Game Optimization - Episode 11Swizzle & Channel Manipulation - Shader Graph Basics - Episode 25Fantasy Health Meter Part 3 - Procedural Shapes and Patterns - Episode 21Optimizing Based On Analysis - Game Optimization - Episode 8Worn-Out LCD Screen Shader - Advanced Materials - Episode 25Shader Performance Measurement Part 2 - Shader Graph Basics - Episode 22Filtering Overlapping Objects - Procedural Content Generation (PCG) - Episode 11Basic Post-Processing Effects - Shader Graph Basics - Episode 49Efficient Grass With PCG - Procedural Content Generation (PCG) - Episode 2Animated Sci-Fi Button - Procedural Shapes and Patterns - Episode 18Rain Drips On The Lens Post-Process Effect - Shader Graph Basics - Episode 54
Ben Cloward |

What to do if you're GPU Bound - Game Optimization - Episode 6

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