4.26 performance

In some of the preview builds, I noticed it automatically recaptured some SceneCaptureRefecltion probes on the tick for the new sky. It was hooked up in the level blueprint.

Be sure that is not hooked up as it causes a drop in fps…

This is definitely getting worse. A simple project that had like 110 FPS went down to 45-50. Also I am having less FPS in viewport than actually playing. How the hell did they decide to release this version when it is obviously buggy.

None of you are ever going to figure this out unless you start profiling your projects in both versions looking for differences

Same here too. I noticed it the first day, simply opening a new project with RT enabled, where performance was worse. I thought it could be due to new RT features.

Right now, testing on a non-RT project. Being simply a Default map template, with some objects, and with some totally static lighting, project goes from 520fps to 430fps when in 4.26. That a huge 20% drop, in concordance with the 20-30% performance drop all other users are reporting.

Yes, we should profile to see where the drop is, but I have no time now, and, anyway, it’s evident something is happening, as it occurs in the most simple scene.

Regards!

I was gonna post this too. Framerate difference is quite high. Very dissapointing.

How the hell do you get 520 fps when I have a project without anything at all…pure black and I get 300 max. I mean this doesn’t even make sense with a pure black level? I tried on a 1920x1080 resolution window as my monitor has a much bigger resolution.

Adding a plane and movable directional light I get 230-240 FPS or 4.5 ms on both that for me is the same but the difference with landscape scenes is quite high still.

Maybe because of different GPUs. I’m using a 2080 Ti.

I have a 2080. Still the difference is quite big. Would you check a simple plane and a moveable directional light? Performance is quite bad for a plane with a light, don’t you think? Maybe that simple setup when shipped it would perform better? I find it all quite inconsitent. 1920 vs 3440 gives me the same framerate… Does that make any sense?

Don’t worry, I think it’s quite right (well, of course, without considering the performance drop on 4.26). I think I was taking those FPS using half of my QHD screen fot one UE version, and the other half, for the other version. So, technically, my viewports were less than 1080p each one. With a roughly approximate 1080p viewport, I get a slightly higher FPS than you.

Same issue here. Big drop in FPS from 4.25-4.26 even on a new template map. Also noticed maximising/minimising screen in editor (F11) is really laggy for some reason in 4.26, anyone else have this?

Yup - same
maximising/minimising is a slideshow

Ahahahahahaha… This is hilarious. This is a pet peeve of mine. I keep reporting it almost every other version. It was this way (very laggy maximize/minimize) in 4.22, then they fixed it for 4.23, then it became very laggy in 4.24 again, then they fixed it for 4.25, where it was very smooth, and now they broke it again for 4.26 :smiley:

Yup… I originally noticed this around Preview 6 for 4.26 the first couple of preview releases didn’t really show any changes in performance and then boom 20pfps gone. I hoped that it was something that would be fixed in the final release :frowning:
I did some basic tests and the default map is running 1ms slower while the more complex projects have seen increases in the likes of 4-5ms.
Will try and dig a bit deeper once I have more time for now I’m sticking with 4.25 until I wrap up some work :confused:

Good to hear. Thanks for sharing your findings.

Me too. 4.26 needs a bit of polishing still. A lot of things do not work as smooth as in 25.4 I guess we have to wait until they keep on updating it and fixing stuff. Then UE5 shows up…

Hi I recently upgraded from 4.23 to 4.26 and noticed a loss of 30-40fps on a 2060. Has anyone found a potential solution? 4.26 has some really cool features I’d like to keep.

Comparing the same level in 4.25 and 4.26 I’m losing 20-30 FPS in 4.26. I have been trying to figure out what is different between them and it appears to be the shadows, in this case from a single directional light.

At very high frame rates, CPU performance is more important the GPU performance. Thus, differences on the “black level” are almost certainly differences in CPU performance (and maybe RAM,) not graphics card. Even at target 60 fps, CPU performance may matter, as going from 16 ms per frame to 20 ms per frame of blocking CPU time will take frame rate from 60 Hz to 50 Hz.

If “splines” and “pathfinding” runs slower now, then it sounds a lot like something changed related to CPU. Maybe the binaries are built with less optimizations? Maybe this is some Spectre or heap overflow mitigation flags getting in the way? Maybe it’s a new version of Visual Studio, and it’s regressed in some way?

Real profiles, of both CPU and GPU, for the same scene, in 4.25, and 4.26, is necessary to diagnose what’s going wrong. If you’re just going to post “I have lost X fps” then that’s not helpful, for two reasons:

  1. Losing 10 fps from 30 fps down to 20 fps, is very different from losing 10 fps from 288 fps down to 278 fps, so PERCENTAGE, or FRAME TIME, is a much better measurement.
  2. Yup, it’s slower! And there’s zero other information in there. There are MANY things that can be slow. Saying “I lost 10 fps” is about as helpful as saying “I don’t feel well.” Totally not possible to diagnose.

Yeah, I have noticed a big drop in performance with Ray traced scenes, particularly with Movie Render Que, and I have also noticed a 20-40% increase in VRam usage for a identical scenes, so for now I cant upgrade to 4.26 unless I buy a 3090 cos all my renders crash due to Vram (3080).
Ray tracing does look significantly better in 4.26 though, better denoiser and better shadows.

Yup, me too. In my case, it dropped 20 fps. Not only that, some of the UI widget spacing has gone crazy and some of the sound effects get cut so I’m sticking to 4.25 since the update is a disaster.

After comparing two projects side by side I figured that a different setting in screenspace reflections is at least partially to blame for the FPS drop. There seems to be a new SSR setting that adds reflections to rougher surfaces, which is quite performance-heavy. I can’t tell if this feature has been there in the previous versions, but it seems to be enabled in 4.26 by default. By typing *r.SSR.Quality 2 *into the console, I was able to get the old setting back and increase the performance a bit. It’s still nowhere where it was with an older engine version, but it’s a start.

Having looked into the GPU profiler a bit, it almost seems that the UI itself takes up ever so slightly more render time. I still haven’t been able to figure out what other factors are causing the performance drop, but I’ll keep sharing my findings.