Quick answer: Size the render texture to roughly its on-screen pixel footprint, drop unnecessary buffers and MSAA, and render on demand rather than every frame when content is static.
If a portal or security-camera view is unexpectedly expensive, its render texture is oversized. Right-sizing it recovers the cost. Here is how.
How to fix it
1. Match texture size to screen footprint
If the surface occupies a small quad on screen, allocate the render texture at a correspondingly small resolution; a 256x256 view costs a fraction of a 1080p one.
2. Drop unneeded buffers
Use a 16-bit or no depth buffer and disable MSAA on the render texture when the secondary view does not need high precision or anti-aliasing.
3. Render on demand
For mostly static views, render only when the content or camera changes rather than every frame, turning a constant cost into an occasional one.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.