Hello everyone! Upgraded from 1650 to 4070, my other specs: r7 5700x and 32gb of ram. I expected the huge perfomance boost, however fps is almost the same as before in some of my projects. It is a lot higher in projects that I havent opened for a long time though (as expected).
Using profile GPU in one of the recent projects I noticed that scene rendering time a lot higher in viewport comparing to the one in GPU visualizer. And you can see fps is low even when looking at the sky. Lowest Scalability settings also give me same 15 fps
Simulating the game gives me 20 fps on average, still not as high as I expected.
I suppose I need to clean some cache files. I deleted Engine\DerivedDataCache folder as well as DerivedDataCache, Intermediate, Saved folders inside project folder, it compiled shaders but results are the same
Edit: I disabled scattered pebbles using grass.Enable 0. Now I have 30 fps, but they also kinda capped. Does not matter what I am looking at or what scalability settings I am using, everywhere I get 30 fps and scene render time is still higher than it shows me when profiling gpu
Are you sure your gpu is getting enough power? Are the cables plugged in all the way? How’s your performance on other games? Are you seeing a big boost there?
Try showing stat.unitgraph & stat.unit to see where the bottleneck is.
Your game logic is taking up a lot of time over 31 ms. It could be that the GPU is waiting for the game logic to finish. Do you have a lot of functions hooked up to on tick?
This is probably more an optimization problem than a GPU one.
Looks like the issue was with landscapes. I have 6 huge landscapes with 2k and 4k resolutions. Hiding all of them decreased game logic time to 12 (is it good enough, or can be lower?). I dont have world partition enabled, can this be a main issue?
It might be a matter of heavy landscape calculations. During in editor playing you can press F5 to get the material calculation cost. I’m guessing the landscape may not be green but rather approaching red or pink.
If so then you would probably need to look into virtual runtime textures for your terrain.
Are you talking about shader complexity? If so, than yes, landscapes are red. So you think I should enable virtual texture support and focus on their optimization?