What’s New in GOT Online Overview: Performance Comparisons, Batches Metrics, and Function Tips
GameOptim continues to improve GOT Online Overview to help Unity developers analyze performance data more efficiently and integrate profiling into their development workflows. The latest updates introduce enhanced performance comparison tools, Batches count monitoring, UGUI and particle system DrawCall metrics, and function-level tips that explain common call stacks. These improvements help developers identify performance changes, investigate rendering bottlenecks, understand function costs, and establish a more efficient, data-driven performance monitoring workflow across the development team.
Summary Performance Comparison: Compare reports and scenes, review key metrics and trends, and export data for further analysis. Batches Count: Monitor batch submission counts to evaluate SRP Batcher effectiveness in URP projects. UGUI and Particle System DrawCalls: Track function call counts to identify potential sources of increased transparent rendering costs. Function Explanation Tips: Understand common functions, their performance costs, and potential optimization approaches directly in call stacks. 1. How Can You Compare Performance Across Reports in GOT Online? GameOptim has enhanced the performance comparison feature in GOT Online Overview. Developers can access the Performance Comparison page directly from the right side of the report interface. After selecting the reports or scenes to compare, you can view the results in two tabs: Performance Comparison Overview and Comparison Data Table . Performance Comparison Overview The Performance Comparison Overview provides a high level view of key performance metrics, including: CPU time GPU time Average Jank Device memory Hardware information It also summarizes important metrics across five modules, helping developers quickly identify differences between the selected reports or scenes. Comparison Data Table The Comparison Data Table displays key metrics by default, including frame rate, average Jank, and GPU time. Developers can also select custom metrics to add specific parameters from different modules according to their analysis requirements. The table provides additional information to help interpret performance changes, including metric trends and recommended values. When a metric exceeds its recommended value, GameOptim highlights it according to its priority and warning severity, making potentially important issues easier to identify. Reports can also be exported for recordkeeping or further analysis. How Can Teams Integrate Performance Comparisons into Their Workflow? Performance comparison makes it easier for development teams to establish a consistent monitoring process. For example, a team could review and summarize project performance every two weeks. If changes remain within an acceptable range, development can continue as planned. If metrics exceed recommended values, the team can investigate the regression, review the relevant changes, and implement corrective actions promptly. This approach helps turn profiling data into a repeatable performance monitoring workflow rather than a one time debugging activity. 2. What Does the New Batches Count Metric Tell You? GOT Online Overview now includes Batches Count in the Rendering module. This metric represents the number of batch submissions during project runtime. For projects using the Universal Render Pipeline URP , GameOptim generally recommends paying particular attention to Batches Count. If the Batches Count is excessively high, or consistently close to the DrawCall count, it may indicate that the SRP Batcher is not delivering the expected batching benefits. In this situation, developers should use Unity Frame Debugger to investigate what is preventing batching. Potential causes include: Shaders that do not support SRP Batcher. Shaders with multiple passes. Interleaved rendering operations or other conditions that interrupt effective batching. The specific cause should be verified in the project rather than inferred from Batches Count alone. Which Additional Batch Metrics Are Available? In addition to the total Batches Count, the report displays counts for the following functions: These categories contribute to the overall Batches count. The corresponding function data may not be available if the project does not use the relevant batching or rendering method. For example, if has a count of zero, it indicates that GPU Instancing was not used in the analyzed scenes. Important limitation: Batches Count cannot be collected under Vulkan. 3. How Can You Monitor UGUI and Particle System DrawCalls? GOT Online Overview has also updated how two rendering functions are presented in the Rendering module: The report now prioritizes displaying their function call counts. These counts correspond to the UGUI DrawCall count and the particle system DrawCall count, respectively. When either parameter is high, transparent rendering can take longer, potentially increasing rendering costs. Developers should monitor these metrics and investigate further when the counts are unusually high or increase alongside rendering performance regressions. By making these call counts easier to identify, GOT Online helps developers focus their rendering analysis on areas that may require optimization. 4. How Do Function Explanation Tips Help You Understand Call Stacks? Function call stacks can be difficult to interpret, especially when developers encounter unfamiliar functions during performance profiling. To make this process easier, GOT Online Overview now provides function explanation tips beneath the call stacks in its various modules. Drawing on GameOptim's optimization experience, the team has annotated commonly encountered functions with information to help developers understand their roles and performance implications. To view a tip, move your cursor over the “ ” icon to the right of a function name. Depending on the function, the tip provides information such as: What the function does. Where its execution cost comes from. Potential optimization approaches. These explanations help developers move from identifying an expensive function to understanding why it may be costly and what actions could help address the issue. Because profiling often involves a large number of performance metrics and function calls, these tips can make root cause analysis more efficient and help developers determine appropriate corrective actions. Key Takeaways Compare performance systematically: Use the Overview and Data Table tabs to track performance changes across reports and scenes. Monitor Batches Count in URP projects: High Batches Count relative to DrawCalls may indicate ineffective SRP Batcher usage. Use Frame Debugger to investigate. Check rendering call counts: Monitor UGUI and particle system DrawCalls when investigating potentially expensive transparent rendering. Use function tips to speed up analysis: Review function descriptions, execution costs, and optimization suggestions directly in call stacks. Build a repeatable monitoring workflow: Use regular performance comparisons and exported reports to identify regressions early and coordinate corrective actions across the team. GameOptim hopes these updates make it easier for developers to understand performance data, locate bottlenecks, and incorporate profiling into everyday development workflows. If you have additional feature requests or suggestions, we welcome your feedback. Get started with GOT Online: New users who register successfully receive 2 hours of free GOT Online testing time . Register for GameOptim GOT Online https://www.gameoptim.com/?fopt=blog