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CHOI HONGSU
1 min read

Shader Variant Audit

 

The unified shader branched features via keywords, but in practice only 1~2 options were ever used — keyword combinations exploded and unnecessary variants were included

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Feature branching by keywords in the unified shader → keyword combinations grew → shader variants grew

(Only 1~2 options are actually used, but keyword on/off was not managed → unnecessary features included → performance loss)

Split per feature into separate shaders → fewer keyword combinations → fewer shader variants

Implementation

  1. 01

    December vs. March memory comparison

    High 322.4MB / Mid 269.1MB / Low 211.4MB

    Compared to 3 months ago: 550MB ~ 610MB -> 200MB ~ 300MB reduction

Before / After

Memory December vs. March comparison

 

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Mid setting

 

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Low setting

 

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