Quick answer: Render the overlay into a texture once and reuse it, regenerating only the changed region when the underlying data is marked dirty.
An overlay that halves your frame rate just by being visible is redrawing the whole grid every frame. The data rarely changes, so most of that work is wasted. Cache it to a texture and update only dirty regions. Here is how.
How to fix it
1. Render the overlay to a texture
Bake the overlay into a single texture or render target and draw that each frame, replacing thousands of per-cell draws with one textured quad.
2. Regenerate only on change
Track which cells are dirty and update just those texels when the data changes, leaving the cached texture untouched on frames where nothing changed.
3. Sample on the GPU when possible
For continuous fields, upload the data as a texture and color it in a shader, moving the per-cell coloring off the CPU entirely so map size barely affects frame time.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.