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External · Unity · Optimization
Optimizing Performance for Thrive: Heavy Lies the Crown
Zugalu Entertainment's medieval city builder was bottlenecked by a CPU-heavy vegetation system. They replaced it with a GPU-instanced one — compute shaders feeding a single buffer, accelerated by the Burst Compiler — and reclaimed frame time for a whole city teeming with life. An optimization case that's also an architecture lesson.
Engine
Unity
Platforms
Web
Polygon budget
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FPS target
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Overview
Zugalu Entertainment's medieval city builder was bottlenecked by a CPU-heavy vegetation system. They replaced it with a GPU-instanced one — compute shaders feeding a single buffer, accelerated by the Burst Compiler — and reclaimed frame time for a whole city teeming with life. An optimization case that's also an architecture lesson.