64 · Rendering · 2D and 3D

Overdraw

Drawing the same pixel many times.

Every transparent sprite, particle and UI panel covering a pixel makes the GPU shade that pixel again. Ten layers of smoke over the screen can cost more than the whole level. Overdraw view shows the hot spots; trimming transparent quads to the visible shape and using fewer, smaller particles fixes them.

←↑↓→ or WASD moveHold Space cast smoke · M trim · V heatmapHold Cast

Try this: Hold Cast to fill the room with smoke. Big see-through quads stack up and the frame time climbs. Turn on the heatmap to see pixels drawn 40 times, then try Trimmed puffs.

Worst pixel 0×

Big transparent quads stack up: every pixel gets shaded again and again.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Cut overdraw: check the overdraw view, trim transparent sprites to tight meshes instead of full quads, cap screen-filling particles to a few large ones, draw opaque objects front to back, and drop effects that fade out over 2 s or longer at low quality.

44 words · one sentence to paste as is

Where it's used

Common mistakes

Full-screen transparent quads for small effects, hundreds of tiny overlapping particles, hidden UI canvases that still render, sorting opaque objects back to front, and optimizing without looking at the overdraw view.

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