70 fps in nearly empty scene?

we are trying to make a survival game. we have a little scene and showing 70fps at full optimization. and fps that i see shocked me and i afraid. then i start a new project(third person template) and look at the fps that i got, it’s 90 fps. Is it normal? why i can’t take a 144+ fps at third person template or in my game because it’s nearly empty. is there a setting in unreal engine 5 about that?
thanks for all the answers.

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There is a lot of thing that can reduce your FPS. Lumen has a higer GPU requirement. If you want very high FPS you need to use baked lighting.
If you have low FPS only in the viewport it caused maybe the overlay(selection highlight etc.) If you hit G in the viewport it’s hiding the overlay, and reducing the drawcall.

i am not using a lumen lighting. and it’s not only viewport. i package the project and run with 3 computers, result is the same. i packaged the empty third person project and it’s 90 fps

Do you implement any kind of hud widget that utilizes an interface and visibility bindings? Seems like you have something running on tick requesting information like such and that can drown out fps…

You could also check that you aren’t smoothing or capping the frame rate or utilizing vsync.

So I whatched the third person controller base map. And I find out there is a “Force No Precomputed Lighting” option in the world setting, and you can’t uncheck it, but if you create a new “Basic” map you can uncheck it. So in the third person controller base map you are using dynamic lighting whetever you want or not. I get huge FPS improvement in a basic map compared to third person controller base map.

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i change the lumen lighting in project settings. i have a 170-180 fps when i launch the game and it’s awesome. but when i package the project result is not same, 70 fps like old one.

i checked the tick, nothing uses the event tick function

Do you use any widgets?

yup i have a inventory widget

Do you have visibility bindings in the widget? These run on tick… Make a quick little flip flop button that removes the widget from parent/add to viewport and see if that makes your fps go up…

nothing has changed.

That’s interesting… I have seen interfaces that retrieve variables consume a good bit of frame rate as well as visibility bindings inside a widget, but if thats not the issue… What does it look like when you run “stat rhi” in the command line?

Keep in mind that a running the game in editor by itself is a unoptimised way of playing the game. If you really want to know how your game will perform, package it up and run it as it’s own executable. Take your performance metrics from there.