Performance on the Edge: Rendering, Thermals, and Battery
Most mobile GPUs are tile-based, so overdraw can quietly kill your frame time. Trim transparent layers, use GPU instancing, and prefer single-pass effects. Share your most effective overdraw audits and the tools that revealed hidden rendering costs.
Performance on the Edge: Rendering, Thermals, and Battery
Benchmarks inside the lab looked perfect, until sunlight pushed the device past thermal limits in three minutes. Frame times doubled; tracking wobbled. Adaptive quality scaling helped—dialing back shaders, shadows, and particle counts when device skin temperature climbed.
Performance on the Edge: Rendering, Thermals, and Battery
Successful teams assign time budgets per subsystem: 5 ms tracking, 6 ms rendering, 2 ms effects, 1 ms audio, and a small buffer. Instrumentation turns guesses into data. Subscribe for our upcoming profiling checklist and share your favorite metrics.