CPU · GPU · Rendering · Memory

Game Optimisation Services

When frame time, rendering cost or platform limits are blocking a project, we profile first and optimise the work that actually matters.

CPU Optimisation

Find expensive code paths and reduce real frame-time cost using profiling, data-oriented changes, algorithmic improvements and low-level optimisation where justified.

  • C/C++ profiling and optimisation
  • Data layout, memory access and cache behaviour
  • Threading and systems-level bottlenecks
  • x86, x64, ARM, ARM64 and MIPS experience

GPU & Rendering Optimisation

Investigate rendering workloads and GPU bottlenecks, then target the causes that materially affect performance on the device.

  • Frame and GPU capture analysis
  • Draw-call/state overhead
  • Shader and rendering-path cost
  • Platform-specific rendering constraints

Platform Performance

Optimisation for a port or difficult target often requires balancing CPU, GPU, memory and platform-service constraints together instead of tuning one subsystem in isolation.

Game porting services

Engineering, Not Guesswork

We use profiling and reproducible measurements to identify the limiting work, make targeted changes, and compare before/after behaviour.

Programming & Engineering services
Performance problem?

Show us the bottleneck.

Tell us the target hardware, current frame time or problem area and what “good” needs to look like for the project.

Discuss Optimisation Support