Bad FPS with scene capture 2d component

Hello Forums,

I have followed these 2 tutorials and everything works great, except for the framerate dropping from 60fps to 30fps with a some stuttering.

How to Create Portals in Unreal Engine | Creating the Visuals (youtube.com)
How to Create Portals in Unreal Engine | Handling the Physics (youtube.com)

Things I have tried:

Setting show only flags to the bare minimum that needs to be seen. (Static meshes, landscape, lighting and shadows)
Setting the draw distance as low as 100 (Works but only 1-2 fps gain)
Disabled capture on tick and Enabled capture on movement. (Only have fps dipping on movement now.)
Tried running in a standalone game (same fps)
Disabling Lumen
Switched from TAA to FXAA

Even with an empty level the fps is still bad(30-40fps) Is there something I’m missing or overlooking?

Thanks for any help in advance.

How big is the render target? That’s probably the biggest performance hit.

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The render target is the viewport size, but even when setting it to something very low like 256 by 256 it is still causing the framerate to drop to about 30-40fps

Edit* I have disabled some of the automation in the blueprint and I can only achieve 60fps if I use 100 by 100 on the render target, but it looks extremely bad. Even 256 by 256 looks really bad and that is only running at 30-40fps.

are you creating render target 2d every tick ?

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Try to “create render target 2d” and set the material only once.

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Here is what happens on begin play. Create render target 2d only fires once.


This is the event tick, this updates the portal texture and decides when I have crossed far enough through to teleport the player.

And this is the Update Screen Capture Function

The update screen capture is what is causing the fps drops. If I disconnect this function I get a black portal. If I run it through a Do Once node, then I get a static image which in doesn’t look right at all and the illusion is broken.

set world location and rotation - disconnect location and see if this is causing most fps drop, then next time disconnect rotation. Also, maybe something in “should teleport” function causing low fps.

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Tried disconnecting both individually and testing. No difference in performance. The only thing that happened is it messed up how to portal looks. Disabled the teleport also but not change again.

I might have to come up with an alternate solution to doing this. This method is really expensive especially when you have other stuff going on in the scene.