When you start looking at issues in your game, lighting is often neglected. That's a novice mistake. In the following sections, we will see how to detect and solve lighting-related performance issues.
Detecting performance issues
Profiling rendering issues
The Profiler can be used to quickly narrow down which of the two devices used in the Rendering Pipeline we are bottlenecked within—whether it is the CPU or GPU. We must examine the problem using both the CPU Usage and GPU Usage Areas of the Profiler window, as this can tell us which device is working the hardest.
The following screenshot shows Profiler data for a CPU-bound application. The test involved creating thousands of simple cube objects, with no batching...