O3DE multi-camera rendering performance analysis

Chasing 18 Milliseconds: A Performance Deep Dive into O3DE's Render Readback Pipeline

We spent a full session systematically profiling O3DE’s multi-camera streaming pipeline, testing eight different optimization approaches, and pinpointed the exact bottleneck: 18 ms of fixed overhead in the AttachmentReadback scope system. Here’s what we tried, what we measured, and what it means for the engine.

April 17, 2026 · 7 min · Pavel Guzenfeld
Three live Godot camera streams over RTP/UDP rendered by GStreamer clients

From Unity to Godot: Multi-Camera Streaming at 50 FPS with Async GPU Readback

After O3DE’s 18 ms frame-graph readback made 30 FPS streaming impossible, we tried Godot. It got us there — eventually. This is the full path from 105 FPS on nothing to 50 FPS per camera with three live RTP streams, including every wrong turn and every underdocumented Godot behavior we hit on the way.

April 17, 2026 · 12 min · Pavel Guzenfeld
O3DE rendering a ground plane from a camera spawned programmatically inside a headless Docker container

From Unity to O3DE: Multi-Camera Streaming at 1080p in a Headless Docker Container

Exploring whether O3DE can replace Unity as the render engine for a drone simulation that streams multiple 1080p camera feeds via GStreamer. From first scaffold to three live RenderToTexture pipelines in a single session.

April 16, 2026 · 6 min · Pavel Guzenfeld
PX4 SIH running on real flight controller hardware with Unity visualization

Running PX4 SIH on Real Hardware: Custom Firmware for In-the-Loop Flight Simulation

Getting PX4’s Simulation-In-Hardware (SIH) module running on a production flight controller — discovering the firmware doesn’t include SIH, building a custom PX4 with flash-trimming, fan-out routing serial MAVLink to both the simulator and ground station, and connecting it all to the Unity visualization pipeline.

April 14, 2026 · 16 min · Pavel Guzenfeld
Procedural settlement with OSM buildings, roads, and entities in a headless Unity simulation

Procedural Settlement: Generating 3D Buildings, Roads, and Entities from OpenStreetMap in Unity

How I replaced a proprietary terrain bundle with a fully procedural environment generated from open-source data — hundreds of buildings with window textures from OpenStreetMap, terrain-hugging roads, satellite-driven vegetation, and multiple ground and air entities — all built at runtime in a headless Unity Docker simulation.

April 13, 2026 · 10 min · Pavel Guzenfeld
Satellite imagery comparison: 15m vs 0.13m resolution in headless Unity simulation

The Satellite Tile Hunt: From 15m Blobs to 13cm Resolution in an Air-Gapped Simulation

A practical guide to finding, downloading, and fusing satellite imagery and elevation data for an air-gapped Unity simulation. Covers every free tile provider (ESRI, Bing, Google), every free DTM source (SRTM, Copernicus, Mapzen), how to stitch thousands of tiles into Unity-ready textures, and the dead ends along the way.

April 5, 2026 · 13 min · Pavel Guzenfeld
FPS optimization pipeline for headless Unity simulation

From 21 to 25 FPS: Profiling and Optimizing a Headless Unity Simulation Pipeline

A detailed technical walkthrough of profiling and optimizing a headless Unity simulation from 21 to 25 FPS — covering NVENC GPU encoding, batch camera rendering, GPU instancing, static batching, and the failed URP migration. Every measurement, every dead end, every lesson.

April 4, 2026 · 8 min · Pavel Guzenfeld
Satellite terrain and natural sky in headless Unity simulation

Natural Skies and Satellite Terrain in a Headless Unity Simulation

How I replaced flat brown terrain and solid-color sky in a headless Unity 6 Docker simulation with real satellite imagery, SRTM topography, and a custom panoramic skybox — all fully air-gapped, no runtime network dependency. Includes NVENC GPU encoding, custom shaders, and every dead end along the way.

April 4, 2026 · 12 min · Pavel Guzenfeld
From Magenta to Desert: Fixing Unity Terrain in Docker

From Magenta to Desert: Fixing Cross-Platform Unity Terrain Rendering in Docker

A detailed account of fixing terrain rendering in a headless Unity 6 Docker simulation — from magenta buildings and gray streaming cameras to textured villages with working RTSP feeds. Covers cross-platform asset bundle shader mismatches, runtime material conversion, texture recovery from broken materials, and every dead end along the way.

March 27, 2026 · 12 min · Pavel Guzenfeld
Unity Headless in Docker with GPU, RTSP, and MAVLink

Running Unity 2019.4 Headless in Docker with GPU Rendering, RTSP Camera Streaming, and MAVLink

A detailed technical account of containerizing a Unity 2019.4 drone simulation with GPU-accelerated rendering, dual RTSP camera streaming via FFmpeg/mediamtx, and MAVLink drone control — including every obstacle encountered and how it was solved.

March 19, 2026 · 12 min · Pavel Guzenfeld