Uqelmars
Uqelmars AR/VR Performance Optimization
Kropyvnytskyi, Ukraine
AR / VR Performance — Uqelmars

Performance work done with precision.

Uqelmars focuses on one thing: making AR and VR applications run well. We have been doing this since 2016 and our work stays technical, specific, and honest about what is achievable.

AR VR performance optimization work at Uqelmars

About the team

What we actually do

Three specialists, one focus area.

We diagnose frame rate drops, memory spikes, and GPU bottlenecks inside AR and VR builds. Our process starts with profiling data — Unity Profiler, RenderDoc, Oculus OVR Metrics — and moves into targeted fixes rather than broad rewrites.

Each project gets a named engineer, not a rotating support queue. That person stays on the work from first review through final verification.

Remote delivery · Regional context · Direct communication
3 Core engineers
8+ Years in XR perf
UA Remote · Kropyvnytskyi
60+ Projects profiled
Darko Velychko — Lead AR/VR Performance Engineer

Darko Velychko

Lead Performance Engineer

Specialises in GPU bottleneck analysis and draw call reduction across Unity and Unreal builds.

Oksana Hryn — Memory and Runtime Optimisation

Oksana Hryn

Memory & Runtime Optimisation

Tracks allocation patterns, GC pressure, and asset streaming behaviour in mobile XR deployments.

Bohdan Savchuk — Shader and Rendering Pipeline

Bohdan Savchuk

Shader & Rendering Pipeline

Writes and audits custom shaders, handles LOD systems, and resolves overdraw in complex scenes.

Uqelmars team workspace and tooling environment

Tools we use daily

Tooling stack

Unity Profiler, RenderDoc, Snapdragon Profiler, Xcode Instruments, OVR Metrics Tool, and custom build scripts for automated frame budget checks.