2026/11 - Performance Always Matters: CPU and GPU Profiling, Budgets and Optimisation Under Production Constraints (Soufiane KHIAT)

Formation créée le 20/10/2026.
Version du programme : 1

Type de formation

Distanciel

Durée de formation

8 heures (4 jours)

Accessibilité

Oui
690,00 € HT
Envoyer ma demande
690,00 € HT
Envoyer ma demande
690,00 € HT
Envoyer ma demande

2026/11 - Performance Always Matters: CPU and GPU Profiling, Budgets and Optimisation Under Production Constraints (Soufiane KHIAT)


Presented by Soufiane KHIAT who is Lead Rendering who shipped numerous AAA games like Assassin’s Creed Unity, Watch Dogs 2.0 and Battlefield 6, this applied course on performance optimization in real-time games using a self-contained C++ environment. Participants learn a repeatable workflow: define a budget, measure a representative workload, locate the critical path, explain the underlying cause, test one controlled change, and validate the result. Format covers CPU and GPU analysis; a complete CPU-focused core is also available. From November 23rd to November 26th - 10:00am-12:00pm every day (CET Time) - Remote training (GR1) From November 23rd to November 26th - 02:00pm-04:00pm every day (CET Time) - Remote training (GR2)

Objectifs de la formation

  • Build a reproducible performance baseline and a representative workload, so that every measurement you take can be trusted, compared and shown to someone else.
  • Read CPU timelines and GPU captures with confidence, and tell apart what is merely expensive from what genuinely limits your frame.
  • Diagnose the real bottleneck, distinguishing CPU, GPU, memory, I/O and synchronisation limits instead of guessing, and prove which one is in charge.
  • Validate and defend an optimisation, checking gains across representative content, detecting regressions and bottleneck migration before you ship.
  • Transfer the method to your own stack, whether you work in Unity, Unreal, a proprietary engine or a mobile-first pipeline.

Profil des bénéficiaires

Pour qui
  • gameplay programmers,
  • generalist programmers,
  • engine and systems programmers,
  • technical artists,
  • technical directors,
  • lead programmers,
  • developers responsible for diagnosing performance problems.
Prérequis
  • Comfort with programming and the structure of a real-time game loop
  • Basic C++ reading skills; advanced language knowledge is not required
  • A laptop able to run the supplied prebuilt application and profiler viewers
  • No graphics API, assembly, or engine-specific profiling experience required

Contenu de la formation

Session 1 - Measure and reason
  • Frame-time budgets;
  • representative workloads;
  • CPU/GPU overlap;
  • profiler literacy;
  • baseline and hypothesis-driven investigation.
Session 2 - CPU critical path
  • Algorithms and work amplification;
  • data locality;
  • allocations;
  • threading;
  • synchronization;
  • optimization and validation in C++.
Session 3 - GPU critical path
  • Proving GPU limitation;
  • passes and resources;
  • resolution cost;
  • overdraw;
  • bandwidth;
  • shaders;
  • barriers;
  • readbacks;
  • scalable quality.
Session 4 - End-to-end optimization
  • Bottleneck migration;
  • prioritization;
  • memory and streaming;
  • platform variability;
  • performance tiers;
  • regression prevention;
  • final case.

Équipe pédagogique

Soufiane KHIAT is a computer graphics engineer and researcher specializing in real-time rendering, GPU programming, compute shaders, C++ graphics systems, and performance analysis. He also teaches computer graphics programming, connecting low-level architecture with practical production constraints.

Suivi de l'exécution et évaluation des résultats

  • Assessment combines observation, guided investigation, and explanation. Participants analyze prepared CPU traces and GPU captures, record a baseline, identify the limiting subsystem, justify a proposed change, and compare before and after measurements. The extended format ends with a short performance investigation report. Success is based on correct reasoning and evidence, not merely finding one expensive function.

Ressources techniques et pédagogiques

  • Participants are welcomed into a dedicated virtual training room accessible via video conferencing, ensuring a consistent and interactive learning environment throughout the session.
  • Training content is shared on-screen in real time, combining theoretical presentations with practical case studies to reinforce understanding through applied examples. Interactive exchanges and Q&A moments are encouraged throughout to support engagement at a distance.
  • All training materials are made available online following the session, allowing participants to revisit key concepts and consolidate their learning at their own pace.

Qualité et satisfaction

Learner satisfaction rates and attendance

Délai d'accès

2 semaines

Accessibilité

For companies wishing to have their training costs covered by their OPCO, registration must be completed no later than two weeks before the start of the training to meet the OPCO’s processing deadlines. In all other cases, registrations can be accepted up to two business days before the start of the training. Accessibility: We are available to work with individuals with disabilities to assess the accommodations needed so they can comfortably participate in the training programs offered.