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Boost Your Mobile Game Performance: 3 Easy Optimization Tips

Posted by Gemma Ellison
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July 7, 2025

Is your mobile game chugging along like a tired donkey in a marathon? Don’t throw in the towel just yet! You don’t need a PhD in graphics programming to dramatically improve performance. We’re going to focus on three instantly applicable techniques that even a complete beginner can implement. Get ready to see those frame rates soar!

Texture Optimization: Squeeze Every Last Drop

Textures are often the biggest hogs on mobile resources. The knee-jerk reaction is often to reduce texture resolution across the board, turning your gorgeous art into pixelated mush. Resist that urge! The key is selective optimization.

First, identify the textures that contribute most to memory usage. Most game engines provide profiling tools that show texture sizes. Prioritize the largest, least frequently used textures.

My strong opinion? Power of Two Textures are outdated. While common in older engines, modern engines handle non-power-of-two textures with minimal (if any) performance impact. Instead focus on using appropriate compression formats like ETC2 on Android or PVRTC on iOS. These formats offer significant size reductions with acceptable quality loss. Implement texture compression aggressively where visual fidelity isn’t critical.

A practical example: In a recent game I worked on, the background mountains in the distance were using uncompressed 2048x2048 textures. Simply switching to ETC2 compression reduced the size by 75% with virtually no noticeable difference in the game.

Pitfall: Forgetting to generate mipmaps! Mipmaps are pre-calculated, lower-resolution versions of your textures. The game engine automatically selects the appropriate mipmap level based on the object’s distance from the camera. Without mipmaps, distant objects use high-resolution textures, wasting memory and bandwidth.

Batching: Silence the Draw Call Chatter

Every time your CPU tells the GPU to draw something, that’s a draw call. Too many draw calls, and your game’s performance nosedives. Batching combines multiple draw calls into a single call, reducing overhead.

Static batching is simple and effective for static objects. Mark objects that don’t move (e.g., buildings, roads) as “static” in your game engine. The engine then automatically combines their meshes into a single draw call.

Dynamic batching is more complex but handles moving objects. The engine combines objects that share the same material and are close together. However, dynamic batching has limitations: batched objects must be small and share the same material. Over-reliance on dynamic batching can introduce performance overhead.

The Golden Rule: Reduce material variations! Every unique material requires a separate draw call. Reuse materials wherever possible. Consider using texture atlases (combining multiple textures into a single image) to further reduce material count.

Imagine a game with 50 different types of trees, each with a slightly different leaf texture. Create a single texture atlas containing all the leaf variations and use UV mapping to select the appropriate leaf for each tree. This reduces 50 draw calls to 1.

Challenge: Batching transparent objects requires careful sorting to prevent rendering errors. Transparent objects must be rendered back-to-front, which can be computationally expensive.

Object Pooling: Stop Spawning Garbage

Instantiating and destroying objects at runtime creates garbage, which the garbage collector periodically cleans up. Garbage collection pauses can cause significant frame rate drops, especially on mobile devices.

Object pooling avoids this by pre-allocating a pool of objects. When you need an object, you grab it from the pool instead of instantiating a new one. When you’re done with the object, you return it to the pool instead of destroying it. The object is then available for reuse.

Here’s a simplified C# example (Unity):

using System.Collections.Generic;
using UnityEngine;

public class BulletPool : MonoBehaviour
{
    public GameObject bulletPrefab;
    public int poolSize = 20;
    private List<GameObject> bulletPool;

    void Start()
    {
        bulletPool = new List<GameObject>();
        for (int i = 0; i < poolSize; i++)
        {
            GameObject bullet = Instantiate(bulletPrefab);
            bullet.SetActive(false); // Important!
            bulletPool.Add(bullet);
        }
    }

    public GameObject GetBullet()
    {
        foreach (GameObject bullet in bulletPool)
        {
            if (!bullet.activeInHierarchy)
            {
                bullet.SetActive(true);
                return bullet;
            }
        }

        // If the pool is exhausted, create a new bullet (less efficient, but prevents crashes)
        GameObject newBullet = Instantiate(bulletPrefab);
        newBullet.SetActive(true);
        bulletPool.Add(newBullet);
        return newBullet;
    }

    public void ReturnBullet(GameObject bullet)
    {
        bullet.SetActive(false);
        bullet.transform.position = Vector3.zero; // Reset position
        bullet.transform.rotation = Quaternion.identity; // Reset rotation
    }
}

Important Considerations:

  • Initialize your pool: Make sure all objects in the pool are properly initialized before they’re used.
  • Reset object state: When returning an object to the pool, reset its state (position, rotation, velocity, etc.) to prevent unexpected behavior.
  • Pool size: Choose an appropriate pool size based on the maximum number of objects you expect to need at any given time.

Object pooling is particularly effective for frequently created and destroyed objects like bullets, particles, and enemies.

These techniques offer immediate improvements without delving into complex code or advanced rendering techniques. Implement them and watch your mobile game transform from a sluggish slideshow into a smooth, immersive experience. Now go forth and optimize!