Frame analysis
Captures with PIX, RenderDoc, GPAD and Razor GPU, read by someone who has written the kinds of passes being measured: shadows, lighting, particles, post.
Services / GPU optimization
Over your frame budget on console, PC, mobile or VR? We profile the frame, find where the time and the bandwidth really go, and fix it inside your engine, whether that is Unreal Engine, Godot or your own.
The frame is over budget and nobody is quite sure why. The easy wins are gone, the captures are noisy, and the people who know the renderer best are busy shipping features.
The target hardware is not going to change. A console, a headset or a mid-range phone gives you a fixed GPU, a fixed memory bus and a fixed thermal envelope, so the only thing left to change is the frame itself.
What we do
Captures with PIX, RenderDoc, GPAD and Razor GPU, read by someone who has written the kinds of passes being measured: shadows, lighting, particles, post.
Stalls, overdraw and bandwidth walls first. We separate what is expensive from what only looks expensive in a capture.
We do not stop at a report. The changes go into your codebase, in your conventions, whether that is Unreal 4/5, Godot or a proprietary engine.
Shader pipelines and resource binding are where a lot of CPU and GPU time hides. This is the same area as our SRT and resource-binding work shipped in a commercial rendering framework.
PC, PS5, Xbox Series, Switch, iOS and Android, across Vulkan, DirectX 12 and Metal. Shipping experience runs from PS3 to PS5.
A former technical director and lead, comfortable working with artists and designers so the budget is met without flattening the art direction.
Proof
Optimization only counts when it ships. These are in players' hands.
Designed and implemented rendering tech (cascaded shadow maps, lighting and particle effects) across PS3 and Xbox 360, with a PS3 focus.
Graphics-engine support for the PSVR2 / Meta Quest / SteamVR action title. SRT and resource-binding work shipped in the released game.
Designed and implemented a unified Shader Resource Table (SRT) that eliminates runtime reflection, plus a new resource-binding system and dynamic-rendering support across Vulkan, Metal and Direct3D 12, for a commercial cross-platform rendering framework.
How it works
Split-E is led by Shady El Mously, a graphics and engine programmer with two decades in AAA and indie studios, and a former technical director and lead. We plug into your team as senior contractors, with no ramp-up and no hand-holding, and work remotely from Cairo (UTC+2/+3) with studios worldwide.
You talk to the person doing the work. Send a note, and you'll hear back from Shady directly.
Related services
Ship one renderer on PC, PS5, Xbox Series, Switch and mobile. Clean backend abstraction across Vulkan, DirectX 12 and Metal.
Forward, deferred and clustered pipelines, plus modern shader pipelines and SRT / resource-binding infrastructure.
Get in touch
Platform, engine, the problem you are hitting and a rough timeline are enough to start. You'll hear back from Shady directly.