Zugalu Entertainment's medieval city builder with RTS elements was CPU-bottlenecked by its vegetation system. A previous third-party solution cost approximately 3ms of CPU time per frame — significant enough to block the game's ~10 million tile map from running at acceptable framerates.
Zugalu built a custom GPU-driven vegetation system using compute shaders and GPU instancing, eliminating the bottleneck entirely. The system renders hundreds of thousands of instances with per-tile masking at a fraction of the original cost.