Getting a strange issue that started out of nowhere. I’ve got a 13900K/3080ti/128gb RAM, machine runs stable rendering/gaming.
I’m working on a scene and the FPS has degraded to single digits. I’ve started looking for a reason and so far it looks like Nanite meshes cause this degraded performance for me.
When using the GPU profiler, getting ~25ms on the Shadow Depth pass. I have a fresh install of windows 11, nvidia studio drivers, UE is not using even half of my VRAM, no thermal throttling, PC is running at 45degrees.
The issue let up for JUST a bit when I deleted intermediate/saved files in my project, but I haven’t been able to replicate that.
Was really looking forward to cranking out an environment over the holiday break :*(
Hey there @ruski! Welcome to the community! So this can happen sometimes with really heavy lightmaps or massive overdraw. Thread with a somewhat similar issue (but for mobile which always much harder to balance).
Tried that but it didn’t work. I was running the entire scene just fine, but after I changed the streaming pool size, something just broke and my FPS has tanked. Not sure what else I can try but wait until a new version.
I’m running with cinematic scalability in a different scene and FPS is great, everythings fine. Using DX12, nanite, lumen, literally the same settings.
I have exactly the same problem, it came out of nowhere. I was working on my project and suddenly the fps was at 30. I started trying to solve the problem because I thought that it was my intervention that broke everything, in the end I didn’t fix anything. I handed over the PC for repair for verification, everything is fine with it, no problems. The next day I checked the project, everything is the same,
but what’s worse, all my projects lost fps and all of them had an RHIT score that went off scale. I created a new, stable project and everything is the same in it. Reinstalled 5.1.1 created another new project, and everything is the same.