The project is GPU-bound
Investigate lighting, materials, shaders, VFX, overdraw, geometry and rendering features that dominate GPU frame time.
Unreal Engine · Optimization
Measure the target build, identify whether the real cost sits on CPU, GPU, rendering or content, then focus changes where they improve the actual frame budget.
Problems we solve
Unreal provides several profiling layers, so the first job is to establish a representative baseline and isolate the bottleneck before changing content or quality.
Investigate lighting, materials, shaders, VFX, overdraw, geometry and rendering features that dominate GPU frame time.
Use timing and trace data to identify runtime systems, ticks, tasks or content behavior responsible for CPU cost.
Compare representative levels and target hardware instead of optimizing an empty benchmark scene.
Turn profiler evidence into a ranked remediation plan rather than a long list of possible tweaks.
What we deliver
The engagement can stop at an audit or continue through implementation and validation of the highest-value changes.
Baseline, bottleneck classification and prioritized findings tied to representative project scenarios.
Rendering, lighting, materials, VFX, geometry, overdraw and draw-event investigation.
Trace-based investigation of threads, tasks, ticks and runtime behavior where CPU time is the limiting factor.
Targeted fixes and follow-up measurement when remediation is part of the agreed scope.
Technology context
The exact tool depends on the symptom and platform. The common principle is to collect evidence from a representative build before deciding what to change.
Trace-based analysis of frame timing, threads, tasks, runtime behavior and other performance signals.
Frame-level rendering cost, subsystem timing and quick runtime diagnostics inside Unreal.
Detailed graphics-frame investigation when draw events, resources or pipeline behavior need deeper inspection.
Lighting, materials, VFX, meshes, LOD/HLOD, instancing, textures, overdraw and scene organization.
How the work runs
Define the target hardware, build, scene and scenario where the performance problem matters.
Measure frame time and isolate the CPU, GPU or content systems responsible for the bottleneck.
Rank fixes by expected runtime value, implementation cost and visual or production impact.
Measure again after each meaningful change and confirm that the original bottleneck actually improved.
Relevant work
Public proof is limited to documented prior professional contribution; no benchmark uplift is claimed without measured evidence.
Bartosz Rozmus contributed optimization alongside Technical Art, realtime VFX and production tooling at Gaming Factory. The case page states the contribution boundary.
View contribution boundaryAuthority / parent capability
The broader commercial capability across Unreal, Unity, XR and realtime production.
Parent capabilityA technical guide to separating CPU, GPU, rendering and content bottlenecks before changing the project.
Read profiling guideRelated services
Broader optimization support across Unreal Engine, Unity, VR and realtime 3D.
OptimizationRendering and content-system changes when the expensive feature is visual or art-driven.
Unreal Technical ArtNiagara-specific implementation and optimization when realtime effects dominate visual cost.
Unreal VFXA practical workflow for separating CPU, GPU, rendering and content bottlenecks before changing the project.
Read profiling guideFAQ
No. A target frame rate can be defined, but the achievable gain depends on the measured bottleneck, target hardware and the tradeoffs the project can accept.
Yes. Profiling, diagnosis and a prioritized remediation plan can be delivered as a separate scope before implementation.
Yes. Rendering, materials, VFX, lighting, geometry and asset configuration are often the dominant cost and belong in the same profiling process.
Start a project
Send the engine version, target hardware, representative scene and any profiler context already available.
A short description of where performance drops is enough to start defining the profiling scope.
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