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Ocean View Games
Game Performance Optimisation

Game Performance Optimisation

Fix Unity frame rate, memory, loading and stability problems with targeted profiling. We measure the build on your target hardware, address the bottlenecks and show the results.

RuneScape Mobile, a desktop MMORPG adapted for mobile devices
RuneScape Mobile logo

Experience adapting RuneScape for mobile hardware

Delivered during David's Technical Developer role at Jagex, 2017 to 2019.

Bringing an established desktop MMORPG to phones introduced constraints around memory, rendering, input and screen space. David worked on core systems refactoring, adaptive UI and cross-platform behaviour as part of the mobile team.

That experience informs our performance work today: investigate the real build, understand the device constraints and check that changes preserve the intended player experience.

An unfinished brief is fine. The first conversation helps establish scope.

What are you starting with?

If your game struggles with frame rate, loading times, memory or thermals, we start with a real build on real hardware. Tell us what you are seeing.

Frame rate and stutter

Drops, hitches and inconsistent frame pacing. We profile CPU and GPU on device to find whether it is scripts, physics, rendering or garbage collection.

See the methodology

Memory and crashes

Out-of-memory crashes on low-end devices, garbage collection spikes and leaks that make the game stutter every few seconds.

Explore mobile development

Thermals and battery

Devices getting hot and throttling during longer sessions, and batteries draining faster than players will accept.

Read our open-source toolkit

Measurement, not guesswork

We establish a baseline, identify the bottleneck and measure the effect of each change. Any trade-offs in visual quality or gameplay are discussed before implementation.

  1. 1. Profile

    Baseline fps, thermal behaviour and memory footprint, captured on real devices rather than the editor.

  2. 2. Analyse

    Diagnose whether the bottleneck is CPU, GPU, physics, rendering or garbage collection.

  3. 3. Fix and validate

    Targeted fixes to the hot path, checked against a before and after comparison.

The optimisation methodology in full

The same discipline applied to running a full MMORPG on mobile hardware, brought to your project.

  1. 1. Deep profiling on real hardware

    Editor profiling helps investigation, but target-device measurements determine player-facing performance. We benchmark current average fps, thermal throttle rate and memory footprint on device, use hardware tools like Xcode Instruments and Snapdragon Profiler, and stress test to trigger crashes and out-of-memory errors deliberately.

  2. 2. Root cause analysis

    With the data in hand we isolate the bottleneck: whether the lag is physics, rendering or script execution, where garbage collection spikes and memory leaks are, and whether the GPU is choked by too many materials or unbatched geometry.

  3. 3. Surgical optimisation

    Targeted fixes to the code and assets causing most of the slowdown: rewriting expensive loops, caching component lookups, object pooling, texture compression, baked lighting, simplified shaders, and architecture changes where a project has outgrown its original design.

  4. 4. Validation and regression

    Every change is verified. Before and after builds are compared to quantify the fps gain, visual regression checks confirm texture and LOD changes have not hurt the art, and long-play testing checks sustained performance, heat and battery use.

What we profile and tune

The passes a performance engagement can cover. Which ones matter is decided from the profiling data, not assumed up front.

CPU and GPU profiling

Systematic identification of rendering bottlenecks, excessive draw calls, overdraw and CPU-heavy scripts using Unity's deep profiling tools.

Memory and GC

Eliminating garbage collection spikes, reducing allocations and adding object pooling to stop stutter and crashes on constrained devices.

Shaders and render pipeline

Tuning URP or HDRP, simplifying shaders, cutting overdraw and adding LOD systems for the most visual quality at the least GPU cost.

Battery and thermals

Profiling thermal footprint, adding adaptive frame rates and reducing expensive per-frame work to keep devices cool during long sessions.

Crash and OOM resolution

Reproducing and fixing the out-of-memory crashes and native exceptions that hit hardest on low-end devices.

Ongoing monitoring

Performance dashboards and automated regression tests so the gains hold as development continues.

Working together

Start with a free conversation about the platforms you are targeting and what you are seeing: frame rate, memory, crashes, thermals or loading.

Most engagements begin with a profiling pass on a real build. That alone often tells you whether the problem is a few days of work or a structural one, and the findings are yours either way.

David and Adam stay close to the engineering. David applied this discipline on RuneScape Mobile at Jagex, and we bring the same rigour regardless of project size.

From there the work runs in agreed milestones, with before and after measurements on every change so the gains are visible and provable.

Meet the team
Frequently Asked Questions
Yes. We reproduce the issue on an agreed device range and inspect memory use, logs and profiling data. Out-of-memory errors, resource leaks and other faults need different fixes, so we establish the cause before changing the build.
We start with the symptoms, affected devices and a representative build. A profiling pass can identify the main bottlenecks and produce a prioritised plan. Implementation is then estimated from the findings; see our Unity technical audit for an independent review.
We agree a target and measure performance on specified hardware and gameplay scenarios. The achievable result depends on the game and device limits. We discuss any changes to visual quality or gameplay before implementing them.
Yes, subject to availability and scope. We prioritise the issues with the greatest effect on release readiness, then compare builds and run regression checks. A late optimisation pass still needs time for testing.
We can investigate sustained CPU and GPU load, rendering, physics and other expensive work on real devices. Changes may include reducing repeated work or adjusting frame-rate and quality settings, with longer sessions used to assess the effect.
You receive the agreed code and asset changes, before-and-after measurements for the tested scenarios and notes on remaining risks. We can also help establish benchmarks for future releases so new regressions are easier to spot.

Is performance holding your game back?

Tell us the platforms you are targeting and what you are seeing: frame rate, memory, crashes, thermals, loading or another performance problem.

Discuss your performance issue

Prefer to organise your ideas first? Build a project brief.