# 4.12 bad performance

**URL:** <https://forums.unrealengine.com/t/4-12-bad-performance/359411>\
**Category:** World Creation\
**Tags:** unreal-engine, Performance, bug-report, editor, UE4, question\
**Created:** [June 2, 2016, 7:01pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411 "2016-06-02T19:01:42Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 2, 2016, 7:01pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/1 "2016-06-02T19:01:42Z")

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Just migrated my game from 4.11 to 4.12 and I’m experiencing some bad performance during gameplay on the editor compared on how the game runs on 4.11  
not only the framerate is lower but choppy too (It has a lot of peaks on the graph during gameplay)

I tried to find what could have changed but I couldn’t identify the problem.

(I haven’t packaged the project to test if the problem is only on the editor)

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**Author:** ![DJoExe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DJoExe](https://forums.unrealengine.com/u/DJoExe)\
**Post date:** [June 2, 2016, 7:42pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/2 "2016-06-02T19:42:28Z")

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Same problem here, looks like a occlusion culling problem, because in 4.11, I had a lot of meshes that disapeared close to the edge of the viewport, but in 4.12, no more poping meshes issue, but again I had way more FPS than in 4.12.

Need help as well

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 2, 2016, 7:55pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/3 "2016-06-02T19:55:14Z")

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Hi gustavorios2,

- Does this occur in a clean, blank project with no additional content or is it limited to one project?
- How large of a discrepency are you seeing between 4.11 and 4.12?
- What steps can I take to reproduce this on my end?
- Can you post your dxdiag here so I can take a look?

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 2, 2016, 8:29pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/4 "2016-06-02T20:29:22Z")

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Hi , thanks for the quick reply.

I don’t think you will be able to see any difference on a empty project. This is probably noticeable on a big project.

Well its a big difference on performance.

I attached 2 screenshots for you to see the same level on 4.11 and 4.12

ps1: In this screenshot in 4.12 the lightmap build is missing. I tested before with the lightmap but the framerate still very low compared with 4.11

ps2: the peaks on the graph are probably noise of the screencapturing

I have a GTX 970, i7-4790 CPU @ 3.60GHz, 32 GB ram, windows 10

 ![93065-411_b.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/6/f/f6f1856562a387c82d691e27366f8986ba17f146.jpeg)

 ![93066-412_b.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/1/6/61698fe5a0dcfd7a6ea5c37bdb44206de7f8740d.jpeg)

Yes my game probably could use some optimization and I will do that. What I think is strange is that the same game version have so different framerates between 4.11 and 4.12.  
I’m updating this project for about 18 months and never noticed such difference

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 2, 2016, 8:57pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/5 "2016-06-02T20:57:46Z")

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Do you have a lightmass importance volume in the level? Additionally, is this a c++ project or blueprints? Do you see any difference in a clean level?

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 3, 2016, 12:01am UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/6 "2016-06-03T00:01:18Z")

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this is a blueprint project and “openworld”, with a level with many sublevels  
yes I have lightmass importance volumes

here a test on a single sublevel  
very good performance (with a strange noise on 4.12)

 ![93116-411_c.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/d/9/5d96a29b0c4cf38c4c95771f6096329a8c5fbaec.jpeg)

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<div class="post-metadata">

**Author:** ![DJoExe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DJoExe](https://forums.unrealengine.com/u/DJoExe)\
**Post date:** [June 3, 2016, 2:07am UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/7 "2016-06-03T02:07:05Z")

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On my side here are some stats from the same scene on each version of the engine.

GPU : GTX 970  
CPU : i7 2600k  
Ram : 16gb  
OS : Win 7

 ![93118-4.11.2+stats.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/7/9/2796c0944220d1ed5bc48335c241ae9a5a45f55f.png)

 ![93119-4.12+stats.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/2/0/0202137ce2a9ebb552411b6775715ee28816999b.png)

 ![93120-4.11.2+rendering+stats.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/f/a/bfabbe2dfe21898291d316e588944355e371f4d2.png)

 ![93121-4.12+rendering+stats.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/d/6/fd612dc99947132fd075500f31163c4e9600e9bd.png)

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 3, 2016, 2:40am UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/8 "2016-06-03T02:40:24Z")

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thanks looks like its the same issue

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 3, 2016, 1:44pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/9 "2016-06-03T13:44:43Z")

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Are you streaming levels or do you have all levels constantly loaded? Are you using the world composition browser? Have you made sure all levels have had lighting built and saved or just the persistent level? Additionally, have you run through our lighting and swarm agent troubleshooting guides to see if they resolve your error?

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 3, 2016, 6:17pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/10 "2016-06-03T18:17:51Z")

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its a main empty level with 70 sublevels. they are always loaded and I’m not using streaming volumes.  
no I’m not using world composition.  
yes I’ve read the articles before, actually I’m not having any lightmap problem. All those 70 levels build with 0 error.

the game is running perfectly fine on 4.11  
I’m just reporting that the same project get really slow on 4.12

I just baked light on 4.11 and its running solid and noiseless at 99 fps.  
when I had the project with baked lights (in 4.12) it was running at 40 / 60 fps and full of peaks

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 3, 2016, 7:32pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/11 "2016-06-03T19:32:58Z")

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I’ve tried to do a CPU test  
booth instances are running at 50% resolution, all effects on lowest settings and unlit mode  
so its about a 19 fps difference on the cpu test

[https://www](https://www)…com/watch?v=8YQomyUsV0A&feature=youtu.be

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 3, 2016, 8:16pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/12 "2016-06-03T20:16:43Z")

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maybe theres something todo with this?

> **[UE 4.12 P1 release looks terribly](https://forums.unrealengine.com/questions/412739/ue-412-p1-release-looks-terribly.html)**
>
> Hello. What’s happened with UE in 4.12 release? If I started both 4.12 release and 4.12 and - Whoa! - there is huge difference: Why UE 4.12 used so much CPU on start? It just very simple form with Project, not a huge project! Why??? (((

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<div class="post-metadata">

**Author:** ![DJoExe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DJoExe](https://forums.unrealengine.com/u/DJoExe)\
**Post date:** [June 3, 2016, 8:44pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/13 "2016-06-03T20:44:03Z")

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Another thing I found considering the performance issue. Looks like it is also related to the shadows rendering. While the engine seems to manage occlusion culling differently from 4.11.2, it also render all the point light that are casting shadows, even if they are completely culled by walls.

 ![93244-4.11.2+shadow+rendering.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/e/6/8e6b38fc8856d4f8d62abb94893b40c8e67c4f17.png)

 ![93245-4.12+shadow+rendering.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/3/6/93688fa1a345c6a373a69ab0b487e1cea77d60be.png)

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<div class="post-metadata">

**Author:** ![fszczemton](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fszczemton](https://forums.unrealengine.com/u/fszczemton)\
**Post date:** [June 4, 2016, 12:57pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/14 "2016-06-04T12:57:03Z")

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In my case fps fell from 60 to 45 on a empty template project.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 6, 2016, 3:42pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/15 "2016-06-06T15:42:39Z")

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Does anyone have a sample project this is occurring in I can take a look at or steps I can take to reproduce this on my end?

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 6, 2016, 10:42pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/16 "2016-06-06T22:42:51Z")

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tested in an empty project; high polycount/occlusion, lights and no success =(

Many new things in 4.12 were implemented to archieve high quality reflections like, “High Precision Static Mesh Vertex Normal and Tangent Encoding”  
I wonder if any of these were enabled by default on 4.12 and slowed things down

the new sequencer could in any way (even if its not being used) interfere in the performance?

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 6, 2016, 11:39pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/17 "2016-06-06T23:39:49Z")

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Good news! Disabling two particle systems that was widely used in many sublevels, unreal 4.12 reached the same framerate from 4.11 (actually 3-4 frames higher) 🙂  
I’ll try to investigate further what changed in 4.12 particles.

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 7, 2016, 4:56am UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/18 "2016-06-07T04:56:08Z")

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I managed to reproduce the problem on a new project

the problem is that I was using the distance parameter on the particles. it works in 4.11, but in 4.12 don’t.

 ![93663-part_perf_dist.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/8/1/f812f735bfe09f12f0f872458ce0e5fdbcd0ce42.jpeg)

I fixed it enabling LODS on the particles

I attached a sample project in this message showing the bug.

Sorry for making this a big deal. I was worried to be stuck in 4.11 forever =P

[link text][2]

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 7, 2016, 2:35pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/19 "2016-06-07T14:35:43Z")

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HI gustavarios2,

I’m happy to hear you found a solution to the error you were experiencing. I will mark this as answered for tracking purposes. If this occurs again after your fix, please feel free to post back here and I’ll be happy to take another look.

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<div class="post-metadata">

**Author:** ![gustavorios2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gustavorios2/32/1194641_2.png) [@gustavorios2](https://forums.unrealengine.com/u/gustavorios2)\
**Post date:** [June 7, 2016, 10:01pm UTC](https://forums.unrealengine.com/t/4-12-bad-performance/359411/20 "2016-06-07T22:01:50Z")

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Thank you for your support!

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