Optimizing Games at Tenjisoft - Keeping Performance Smooth Without Compromise

Our end-to-end approach to 3D asset optimization, efficient rendering, and engine-level tuning for consistent FPS across platforms.

#UnrealEngine #3DAssetOptimization #LOD #TextureCompression #DrawCalls

Introduction

Optimization is the invisible craft that keeps players immersed. You notice it only when it fails-stutters, long loads, or drops in frame rate. At Tenjisoft Studio, optimization isn’t a late-stage fix; it is a design principle applied from concept to shipping build. This post breaks down our approach, with a deep focus on 3D asset optimization and practical engine habits that keep performance stable without sacrificing art direction.

Tenjisoft optimisation pipeline overview (illustrative)

1) The Philosophy of Optimization at Tenjisoft

  • Optimization is design: artists, tech artists, and programmers share performance ownership.
  • Budgets guide creativity: we define poly, texture, and material budgets per asset category before production.
  • Platform-first thinking: targets differ for PC, console, and mobile; the quality bar stays consistent.
  • Measure early, measure often: weekly profiling prevents expensive late-game rework.
Rule of thumb: if a detail doesn’t support gameplay, readability, or mood, we optimize it aggressively.

2) Why Optimization Matters

  • Player experience: smooth input and stable frame times are as important as visuals.
  • Hardware reach: efficient content scales across a wider range of GPUs and consoles.
  • Production efficiency: early constraints reduce redo work and shorten time-to-ship.

3) Optimizing 3D Assets

Polygon Budgets & Topology

  • Category-based budgets: hero assets get higher budgets; background props stay lean.
  • Clean topology: avoid micro-loops where normal maps can carry the form.
  • Retopology pass: remove hidden faces and collapse edge loops outside the silhouette.

Level of Detail (LOD)

  • Ship LODs for all visible meshes (LOD0 → LOD1 → LOD2/3 as distance grows).
  • Use screen size thresholds, not fixed distances, for consistent results across FOV/resolutions.
  • Merge tiny assets or force early LODs in clutter-heavy areas to cut GPU cost.

Textures, Texel Density & Compression

  • Consistent texel density: maintain visual coherence and avoid jarring resolution jumps.
  • Right-sized maps: characters/hero props typically use 2K–4K; background props 512–1K.
  • Compression: use platform-appropriate formats (e.g., BCn/ASTC/ETC2) to reduce memory and bandwidth.
  • Atlas & trim sheets: reuse material space to cut draw calls and memory.

Materials & Shaders

  • Prefer material instances over unique materials for GPU and memory wins.
  • Reduce costly features (heavy translucency, layered refractions, dynamic tesselation) unless essential.
  • Bake complexity (curvature, AO details) into textures where possible.

Lightmaps, UVs & Lighting Prep

  • Dedicated, non-overlapping lightmap UVs with adequate padding to avoid leaks and splotches.
  • Use appropriate lightmap resolutions per asset size and importance.
  • Validate scale and exposure with clay renders before texturing to prevent rework.

Instancing & Modular Design

  • Instancing and HISM: reuse identical meshes to reduce draw calls dramatically.
  • Modular kits: walls/floors/trim pieces as “lego blocks” keep scenes light and consistent.
  • Snap-friendly pivots and grid-aligned dimensions accelerate level build and reduce errors.
Tenjisoft 3D asset optimisation

4) Engine-Level Optimizations (Unreal)

  • Profiling: stat unit, stat gpu, GPU Visualizer, and MemReport to find real bottlenecks.
  • Visibility & culling: occlusion culling, distance culling, and careful use of bounds/portals.
  • Virtual textures: stream large texture sets efficiently in open worlds.
  • Nanite (UE5): leverage for high-detail geometry where appropriate; still respect shader/material limits.
  • Async loading & streaming: stage heavy content and avoid hitches during traversal.

5) Balancing Quality vs Performance

  • Keep the focal points pristine: player path, hero props, and cinematic beats.
  • Cut cost in the periphery: background clutter, off-axis details, and repetitive forms.
  • Readability beats micro-detail: silhouettes and material response matter more than unseen polygons.
Design trade-offs are creative choices. We aim for the most impact per millisecond of GPU time.

6) Case Studies & Industry Statistics

The Witcher 3: Wild Hunt (CD Projekt Red)

  • Large open world with dense foliage and heavy streaming demands.
  • Stability achieved through aggressive LODs, foliage/grass optimization, and improved streaming.
  • Target frame rate on base PS4/Xbox One was 30 FPS; later next-gen updates added 60 FPS modes on newer consoles.

Red Dead Redemption 2 (Rockstar Games)

  • Exceptionally detailed world (AI/NPCs, weather, materials) optimized to run on 2013-era consoles.
  • Heavy reliance on efficient asset streaming, disciplined GPU budgets, and robust compression.
  • Shipped on base PS4/Xbox One targeting a stable 30 FPS; PC versions scale higher with hardware.

Ghost of Tsushima (Sucker Punch Productions)

  • Balanced stylized beauty with grounded realism for strong readability at distance.
  • Minimalist, elegant level composition avoided unnecessary on-screen cost while preserving mood.
  • Ran smoothly on PS4 targets (~30 FPS), with PS5 backward-compatibility unlocking higher frame rates (up to 60 FPS mode).

PUBG Mobile

  • Optimized character and prop assets with strict polygon and texture budgets for broad device support.
  • Scaled settings allow mid-range devices to sustain 30–60 FPS, with higher refresh modes available on capable hardware.
  • Aggressive LODs and streaming keep large maps responsive during high-action moments.

Tenjisoft Internal Benchmark (Environment Scene)

  • Baseline: large indoor mall environment on a GTX 1060 averaged ~45 FPS.
  • Passes applied: LOD tuning, atlas/trim usage, virtual textures, HISM instancing, lightmap cleanup.
  • Result: ~80 FPS average with no perceivable loss of quality at gameplay distances.

Conclusion - Smooth Gameplay Is a Creative Choice

At Tenjisoft, optimization is not a band-aid; it’s a mindset. By combining disciplined 3D asset workflows with practical engine techniques, we protect frame time without diluting the art. The goal is simple: a game that looks great, feels responsive, and scales across platforms. That’s the experience players remember.

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