Fracture Labs
UE5 and Unity performance

Hit your framerate. Ship on schedule.

Production engineering and technical art for complex Unreal Engine and Unity projects. We find engine-level bottlenecks, optimise the rendering pipeline and make data-driven fixes that hold performance without giving up visual quality.

~20%frame time improvement
4.6×draw call reduction
2.5msframe time saved
0/409VSM dynamic invalidations

UE5 ships hot. Unity scales fast. Projects regress quietly.

Performance debt compounds. One unoptimised material or a few hundred extra draw calls can become a late-stage shipping delay. Our job is to find your technical ceiling before players do.

GPU

Overdraw and shader cost

Complex translucent materials and dense assets drop frames in the most intense scenes.

Draw calls

Scene complexity creep

Un-instanced geometry and redundant content overload the CPU and render thread on lower-spec hardware.

Memory

Asset bloat at runtime

Inefficient streaming pools and VRAM use cause traversal hitches and platform-mandated crashes.

Profiling, optimization and technical art across the pipeline

Performance profiling

Deep analysis with RenderDoc, Unreal Insights and PIX to locate CPU and GPU bottlenecks.

GPU optimization

Draw call reduction, LOD strategy and geometry processing.

Scene and asset pipeline

Automated asset validation and level streaming to remove hitching and manage World Partition.

Materials and shaders

Custom HLSL that balances fidelity against instruction cost for each target spec.

Memory engineering

VRAM pool management and leak diagnosis for platform-constrained hardware.

Platform and QA

Target-specific tuning for PC, console and SoC-limited mobile, including certification support.

Case study one

From bottleneck to a 20% performance gain

UE5 open world. Profile-driven optimization of a high-fidelity environment.

12.43msframe time, 2.5ms saved
280draw calls, down from 1,313
3.6×fewer triangles
~20%overall performance gain
Geometry

Nanite and overdraw

Static mesh optimization and custom Nanite settings cut overdraw in dense foliage and kept hero asset complexity in check.

Lighting

Virtual shadow maps

Tuned VSM caching and resolution removed shadow stalls during time-of-day shifts and local point light use.

Rendering

Shader complexity

Refactored master materials to lower HLSL instruction counts and reduce translucent sort cost.

Core engine

Scene management

World Partition streaming distances and component culling were tuned to stabilise the render thread and stop hitching.

Case study two

Memory budget audit: 4.9 GB to 3.3 GB

UE5 Memreport, RHI non-transient memory. A 33% reduction overall.

Tutorial-sequence hero assets stayed resident after players moved into the open world, overflowing pools on 8 GB hardware. Aggressive streaming overrides, a texture group refactor and lower idle memory for non-visible assets freed room for VSM caching.

Peak memory was 18.4 GB in the open world against 2.85 GB on the tutorial map. A 6.5× delta like that belongs in World Partition streaming logic, not a global budget cap.

BeforeAfter

Engines and techniques

Deep work on Unreal and Unity rendering stacks to optimise draw calls, memory and shader cost across platforms.

Unreal Engine 5

Nanite
High-density geometry through programmable rasterisation and cluster culling
Lumen
Global illumination and reflection tuning
Virtual shadow maps
Shadow cache invalidation and resolution management
MegaLights
Thousands of dynamic shadow-casting lights via stochastic sampling
Materials
HLSL refactoring, shading model optimization, instruction cost reduction
World Partition
Streaming distance tuning and data layer setup
Insights
CPU and GPU trace analysis for micro-stalls and thread contention

Unity 6, URP and HDRP

SRP Batcher
Draw call refactoring for constant buffer throughput
GPU instancing
Specialised shaders for high-population environments
URP and HDRP
Custom scriptable render passes for post-processing
Addressables
Asset lifecycle management to cut memory pressure and load times
Jobs and Burst
Multi-threaded, SIMD-optimised gameplay logic
Memory Profiler
VRAM and heap audits for fragmentation and leaks
Frame Debugger
Draw order and render target invalidation analysis

Four phases. Profile data drives every decision.

01

Capture

Hardware-level profiling across your target devices.

Unreal Insights, PIX, RenderDoc
02

Diagnose

Isolate rendering stalls and memory pool overflows.

Trace audit, VRAM mapping
03

Execute

Our engineers ship the fixes, from HLSL refactors to World Partition tuning.

Custom HLSL, pipeline hooks
04

Lock in

Automated regression testing keeps the gains in your final build.

CI/CD build validation

Engagement models

Diagnostic, 2 weeks. Most popular

Performance audit

For mid-production studios that need a technical roadmap and a clear list of bottlenecks.

  • Full GPU and CPU frame-time analysis
  • VRAM and memory profile deep-dive
  • Material instruction cost audit
  • Render thread stall diagnostic
Book an audit
Execution, 6 to 10 weeks

Optimization sprint

Our main ship-readiness model. A small embedded team executes the audit fixes against your framerate goals.

  • HLSL shader refactoring
  • LOD strategy implementation
  • Draw call batching and instancing
  • PSO caching systems
  • Hardware certification support
Start a sprint
Partnership, quarterly retainer

Embedded engineer

Continuous technical art and engine support for AAA and high-scale indie projects.

  • Custom pipeline tool development
  • On-call performance triage
  • Tech art standard validation
  • Ongoing memory optimization
Ask about a retainer

Ship at framerate. Start with an audit.

Send your project details and target platforms. You get a scoped proposal within 48 hours.