Hello everyone, I’m having a quite frustrating problem that the same packaged builds running on a RTX 4090 GPU is much more stable than running on a RTX 50 series GPU (5090/5090D/5090D V2). The engine verison is 5.4.4 and I’m using the latest driver. There can be situations that the FPS of the same packaged builds running on 50 series GPUs is MUCH lower than 4090(which I found out the reason are the decal materials in the scene). Also when running the game on 50 series GPUs for some time(like for 1 or 2 hrs), the FPS drops heavily(but not when using 4090). So have anyone having the same issue with me? Are there any compatibility issue using 50 series GPUs with UE 5.4?
Hello there @Yuri9447!
That’s quite a peculiar scenario you are encountering. Checking around the community, there are not many cases for your particular setup, and no entries related to a compatibility issue specifically with the RTX 50. What we do have is your testing done so far, which confirms some form of conflict between these elements.
If we go for the time of release approach, there’s one thing to consider:
- RTX 4090 was released around Oct 2022
- UE 5.4.4 was deployed on Aug 2024
- The RTX 50 series started releasing on 2025
So, it is possible that UE 5.4.4 is not fully contemplating that GPU model. It can definitely work with it after patches and driver updates, but you still do have the timeframe difference.
The point here, it would be worth testing to install UE 5.6, migrate one of your projects (make a backup before, of course), and pack a build to see if there’s any performance change.
Hi @brs-sebascova, thank you for your reply. I am planning migrating to 5.6/5.7 and I want to share a more specific example:
- Same CPU(i9-13900KF), same memory configuration(128GB). Only GPU differs.
- Same packaged build and viewing the same virtual world at same locations.
- Using STAT GPU to profile and you will see that: on 4090 the pass “Composition Before BasePass” takes around 20ms, However on 50 series it will takes up to 2000+ ms(yes, it’s true).
The 2000+ ms GPU payload is absolutely insane, so I removed the decals things in my scene away and problem solved.