I just upgraded to 4.24.2 from 4.23 and the FPS I’m getting in the editor are basically cut in half! Even when I open a default empty level I’m getting much worse performance than in 4.23 plus i’m getting frame drops and spikes in the unit graph every 3-4 seconds…
Could you share what MacOS version and XCode version you are on?
UE4.23 uses Xcode 10.3
UE4.24 uses Xcode 11.x
These need to fit together.
Might be light calulating and/or shaders compiling during runtime that causes the slowdowns.
Did you “Build” before play?
Also in the editor try “File > Validate Data” before you hit play, this will cause shaders to compile. It will include editor content if in the content browser “Show engine content” is on.
Unfortunatly this will take a while, so better let it run through after hours.
I’m on the latest version of MacOS Catalina and I’m not using XCode since I don’t use the engine to build games…
It’s definitely not light calculating or shaders compiling… I’m mainly talking about performance in the editor, not when I hit “Play”. Like I said I open the Minimal_Default level that just has the 2 chairs and table and my frame rate is literally half on 4.24.2 compared to 4.23!
I’ve already checked if Ray-Tracing was turned on but no, it was off so I have no idea what’s causing it or how to fix it…
Even if XCode is not part of your workflow, UE4 uses it in the background to compile metal shaders for MacOS. And if you have the minimum scene with the two chairs, those have engine shaders that are rendered on MacOS…
You probably misunderstand what “Build” does. It does not “build games” as you write. That would be “Package”.
It makes pre-calculations for light and other things for that level.
Even if you don’t hit Play, the viewport is rendering the scene. So if light and others things are not built the editor viewport is calculating light at real-time. At higher cost than a shipped game would, but useful when working in the editor to get an instant preview of what the result will look like. No games shippes with these calculation in real-time at 60fps. Pre-calculated light is essential for performance.