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JamesDeRaja/README.md

James De Raja

Deterministic Performance Engineering for Real-Time Systems

I design controlled experimental frameworks to isolate CPU/GPU bottlenecks and protect deterministic frame budgets in real-time systems.


Core Thesis

Real-time performance is not optimized by guesswork.

It is engineered through:

  • Deterministic execution models
  • Controlled stress harnesses
  • Reproducible profiling experiments
  • Frame-time variance isolation
  • Systems-level bottleneck diagnosis

Every project below reflects that philosophy.


Research Focus

My current work concentrates on:

  • XR frame stability under stereo rendering constraints
  • Overdraw amplification in tile-based GPU architectures
  • Deterministic frame-budget control under dynamic scene complexity
  • CPU/GPU bottleneck isolation in real-time pipelines
  • Telemetry-driven runtime health monitoring

The objective is not higher peak FPS, but predictable frame delivery under stress.


Flagship Rendering Research

XR Performance Lab

Deterministic XR rendering stress framework for isolating GPU bottlenecks, overdraw amplification, and frame-time instability under controlled load.

๐Ÿ”— https://github.com/JamesDeRaja/XRPerformanceLab


SoftMaskPro โ€“ UI Rendering Cost Study

Empirical performance analysis of Unity UI soft masking under layered transparency and controlled overdraw scenarios.

๐Ÿ”— https://github.com/JamesDeRaja/SoftMaskPro-Performance-Study


Deterministic Engineering Philosophy

Performance engineering is not about raising FPS.

It is about:

  • Frame budgets defined in milliseconds
  • Variance isolation
  • Non-determinism elimination
  • Telemetry-first system design

Architecture > Optimizations
Measurement > Assumptions
Determinism > Peak numbers


Systems Architecture Snapshot

Deterministic Control Loop


Portfolio

Full case studies and extended technical breakdowns:

๐ŸŒ https://james.alphaden.club
LinkedIn: https://www.linkedin.com/in/james-de-raja/

Pinned Loading

  1. XRPerformanceLab XRPerformanceLab Public

    Deterministic XR rendering stress framework for isolating GPU bottlenecks, overdraw amplification, and frame-time instability under controlled load.

    ShaderLab

  2. SoftMaskPro-Performance-Study SoftMaskPro-Performance-Study Public

    Unity UI rendering performance study focused on soft masking cost, overdraw amplification, and deterministic CPU/GPU bottleneck isolation using Profiler and Frame Debugger.

    C#

  3. portfolio portfolio Public

    Systems-level performance engineering portfolio focused on XR frame timing, rendering cost isolation, and profiler-validated case studies.

    TypeScript

  4. risk-gated-execution-engine risk-gated-execution-engine Public

    Deterministic execution engine with risk gating, telemetry streaming, and state-machine control loop architecture.

    JavaScript