4.26 performance

@Flitzpiepe_o.0
Sure, it’s the same scene. but what’s the point of bench-marking it like this?
When is a player EVER going to be allowed to have a camera view the same as your example?
I’ll tell you when: Never…

@oglo51
When you bench stuff you should really look at MS counts. FPS means nothing in reality, since it’s an approximation. The milliseconds that it takes to render are a much more solid control point.

And to answer

Have you met Epic yet?

Sarcasm aside, they obviously updated and “improved” the translucency shaders.
Or perhaps more realistically, just made a da mn mess of it all because of the inclusion of the emission into baking. or whatever else.

IF that’s the case, replacing the USF from .25 into .27 or whatever would possibly improve performance. However I’m not 100% sure if re-compilation of the engine is needed on doing something like that.
You could try to diff the shader files.
https://github.com/EpicGames/UnrealEngine/search?q=.usf&type=commits

However this is ASSUMING that the shaders are the problem.
It’s less than an assumption actually. It’s a guess. It could be anything that’s actually contributing to ■■■■ frame times.

I pretty-much stopped using the launcher distributions all-together - and even the engine in lieu of stuff that can actually perform with some modicum of consistency.

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