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superluminal.eu
Superluminal
@superluminal.eu
Superluminal (superluminal.eu) is a user-friendly CPU sampling profiler for C/C++, Rust & .NET on Windows, Xbox One, Xbox Series X, PlayStation 4, and PlayStation 5.
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
September 30, 2025 at 7:03 PM
Reposted by Superluminal
My new blog post is there, and it's a bit different from usual: Fixing stutters in your own code is hard enough, but this time I try to fix performance issues in a closed-source game. No source code or debug symbols, but a lot of guesswork. larstofus.com/2025/07/27/p...
#gamedev
#Trackmania
Profiling without Source code – how I diagnosed Trackmania stuttering
A very common side effect of working as a programmer is the constant frustration of not having source code access to all the software you use. Bugs, problems or missing features in your own work ca…
larstofus.com
July 27, 2025 at 11:28 AM
We've just released a new update with many fixes and QoL improvements, including the much-requested support for using the horizontal mouse wheel to navigate the timeline.

Go check it out!
May 19, 2025 at 8:31 AM
Reposted by Superluminal
Another successful week using @superluminal.eu to catch code bugs remotely

Used their command line tool to capture an ETW trace on a problematic build machine

Opened the trace, found the issue, deployed the one line fix *and* discovered AV was configured wrong on builders

Perfect 👌🏼
April 5, 2025 at 4:10 AM
Responses much appreciated!
We're going to be refreshing Superluminal's website this year. We have a pretty good idea of what to change, but I'm curious —

In your own words, if you're using Superluminal, why do you like using it?
January 13, 2025 at 1:35 PM
Reposted by Superluminal
Odin bindings for the great @superluminal.eu's instrumentation API: github.com/vassvik/odin...
January 9, 2025 at 12:15 PM
We've just released our first update of the new year with a lot of perf and quality-of-life changes on the Insider channel.

Go check it out, and happy new year!
January 9, 2025 at 12:46 PM
Reposted by Superluminal
I am loving your series of profiling adventures, just tried to reserialize everything in a project after upgrading to unity 6, and 4 hours later I tried to take a look at why it could be this slow.
It seems to just be doing a ton of repeated work per asset instead of trying to batch stuff.
November 21, 2024 at 11:18 PM
Reposted by Superluminal
I promised to look at shader graph undo next because we still see annoying stalls there. I have 3h of time today, let's see how far we get.
blog.s-schoener.com/2024-11-20-u...
Improving Unity's shader graph performance, pt. 2
Hey! You can find me on Mastodon, Bluesky, or Twitter! Last time, I promised to look at shader graph undo next because we still see annoying stalls there. I have 3h of time today, let’s see how far we...
blog.s-schoener.com
November 20, 2024 at 7:08 PM
Reposted by Superluminal
I am trying to get to the old context menu in the explorer in Windows 11. When you have the new menu open, you have to click "Show more options." This reliably freezes for 20s. Why? Let's take a look in @superluminal.eu.
November 18, 2024 at 3:41 PM
Reposted by Superluminal
A tech artist came to me and said "whenever we touch anything in a Unity shader graph, the editor stalls. It's painfully annoying." And yes, any meaningful change to the graph stalls the editor. Sometimes a bit, sometimes long.

(This is a long thread. You can find it in text form on my blog.)
Improving Unity's shader graph
Hey! You can find me on Mastodon, Bluesky, or Twitter! A tech artist came to me and said “whenever we touch anything in a Unity’s shader graph, the editor stalls. It’s painfully annoying.” And yes, an...
blog.s-schoener.com
November 17, 2024 at 3:48 PM
Reposted by Superluminal
I want to talk about why Unity C# code is different. This is about editor performance, with nullable types as an example. There's some JSON parsing happening, which someone wants faster. (It has to be a JSON parser.)
November 12, 2024 at 10:54 AM
Reposted by Superluminal
Inspired by some recent work build times, I was looking at Unity's "MegaCity Metro" sample in Unity 6. I got curious about at its build times. In particular for incremental builds (fancy speak for "I pressed the build button repeatedly but only made minimal changes inbetween.")
November 9, 2024 at 9:57 PM
Reposted by Superluminal
In today's episode of "What am exactly I waiting for here?" I waited for Visual Studio to open 477 projects in a Unity Engine generated solution. It took > 15min. Did I attach a profiler? Why of course I did, because I ran out of patience and Superluminal is my only friend.
November 7, 2024 at 12:23 PM
Hello, world!

This is the official account for Superluminal, a user-friendly CPU profiler for C/C++, Rust & .NET on Windows, Xbox and PlayStation.

Follow us to get updates on new releases and general news about our profiler.

And of course, if you haven't already, go try it out!

superluminal.eu
Superluminal
The new industry-standard profiler for C/C++ and Rust on Windows, Xbox One and PlayStation 4. Trusted by AAA game developers all over the world.
www.superluminal.eu
October 24, 2024 at 8:10 AM