When I first started building the Untold Engine, I was obsessed with adding new features.
Rendering systems, lighting, post-processing, you name it.
What I wasn't doing was measuring.
Looking back, one of the biggest mistakes I made was waiting too long to build instrumentation and profiling tools into the engine. As the project grew, performance slowly regressed, and I had very little visibility into where frame time was actually going.
In this video, I talk about why instrumentation became one of the most valuable systems in the engine, how profiling changed the way I approach rendering, and why I believe every engine developer should build diagnostic tools much earlier than they think.
Whether you're building a game engine, renderer, graphics application, or any large software project, learning how to measure your system can save you countless hours of guesswork.
If you're interested in rendering, engine development, and the lessons learned while building the Untold Engine, consider subscribing for future devlogs.
Untold Engine is a Swift + Metal renderer and engine focused on XR, streaming, and real-time rendering for Apple platforms.
Untold Engine: https://github.com/untoldengine/UntoldEngine
If you enjoy engine development, rendering architecture, XR rendering, or graphics programming, consider subscribing.
