Quick answer: Confirm the GPU is the bottleneck, then reduce resolution, overdraw, shader complexity, and post-processing, since those are what the GPU spends time on.
A GPU-bound game is limited by GPU work. Reducing it raises frame rate. Here is how.
How to fix it
1. Confirm GPU-bound
Check whether GPU frame time exceeds CPU time, or test by lowering resolution — if frame rate rises, you are GPU-bound. Optimizing CPU work will not help while the GPU is the long pole.
2. Reduce resolution and overdraw
Resolution and overdraw scale GPU cost directly. Lower the render resolution (or use dynamic resolution), and cut overlapping transparency, to give the GPU less to do per frame.
3. Simplify shaders and post
Expensive shaders and heavy post-processing dominate GPU time. Simplify materials, reduce post-processing passes, and provide lower-quality tiers, so the GPU finishes the frame faster.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.