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Resolution and format of a texture affect your shader's performance

When you ask for one value from RAM, the CPU grabs a block of nearby data (a "cache line") and moves it to a faster memory, expecting you'll need that soon.

GPUs do something similar. When you sample a texture, the GPU doesn't just load the requested texel - it fetches a small block of nearby texels and stores them in fast memory (L1 or L2 cache), so future reads are quicker, as long as they are close to each other.

#01

Higher resolution equals more cache misses and less efficiency.

#02

Sample fewer textures for better speed.

#03

Mipmaps improve cache use by lowering texture detail for smaller objects.

#04

Instruction count doesn't reflect performance, like lines of code don't show function speed.

#05

Random UVs, triplanar mapping, or marching are slower than standard texturing.

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I share rendering and optimization insights every week.

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I share rendering and optimization insights every week.

I write expert content on optimizing Unity games, customizing rendering pipelines, and enhancing the Unity Editor.

Copyright © 2025 Jan Mróz | Procedural Pixels

I write expert content on optimizing Unity games, customizing rendering pipelines, and enhancing the Unity Editor.

Copyright © 2025 Jan Mróz | Procedural Pixels

I write expert content on optimizing Unity games, customizing rendering pipelines, and enhancing the Unity Editor.

Copyright © 2025 Jan Mróz | Procedural Pixels