Best Practices for Optimizing Niagara VFX for Performance in UE5

Hi everyone,

I’m currently working on a UE5 game project that relies heavily on Niagara for visual effects (e.g. explosions, magic spells, environmental particles), and I’m starting to run into performance issues, especially on lower-end hardware.

I’m wondering what the best practices are for optimizing Niagara systems to maintain good performance without sacrificing too much visual quality. Specifically, I’d like to ask:

  • Is it better to use GPU or CPU emitters for large-scale effects?

  • Are there certain Niagara modules or settings that are known to be particularly expensive?

  • How does LOD work in Niagara, and how should I implement it effectively?

  • Is there a way to pool particle systems (similar to object pooling) to reduce runtime cost?

  • Any common mistakes or pitfalls that I should avoid?

If anyone has experience optimizing Niagara in a real-world project or can point me to helpful resources or tools (profilers, stats commands, etc.), I’d really appreciate it!

Thanks for your time.

  • First thing I recommend is reading the UE docs, they are essential to clawing performance back.
  • Large scale how? Prevelence in the world? Material complexity? Math complexity? Collisions behavior? Lighting behavior? All of those have different answers.
  • I’m not a VFX specialist but AFAIK it needs to be manually set up. Effective implementation depends on your effect type, as there are different ways to gracefully fall back complexity in the distance depending on what the effect has to do.
  • Depends on what you want pooling to look like.

To take a crack at the CPU to GPU question, that partly depends on how your system is being taxed and what you need the Niagara particles to do. If you’re creating a rain system where you have to draw an absurd number of particles with very simple behavior (basic collision if that), then GPU is your best bet. If you have complicated particle systems that are querying world data in a GPU-unfriendly way, you’ll need to use CPU. In general, if you’re GPU bottlenecked, CPU may be the way to go. Vice-versa certainly for CPU. It also depends on if you’re more bound by compute or memory, as you can cut resolution easier than simplifying complex behavior. Use your transparency overdraw visualizations and make sure to keep it to a minimum. It probably goes without saying, but don’t use any of the fancy Niagara fluid sim stuff if performance is even remotely a concern.

For certain LOD techniques: you can make almost any particle system fail gracefully in the distance, the question is all about what you’re willing to sacrifice. If you can switch complex 3d particle systems to flipbooks in the distance (especially if they’re instanced a ton), then you can get enromous cost savings. If you have lit particles, you should really ask yourself if they truly need dynamic lighting, because not paying for dynamic lighting is a huge saver.

If your particles actually spawn lights, they should probably be shadowless. Even if you’re using megalights they should be shadowless for quality reasons. No rect lights, no shadowed lights, especially no volumetric shadowed lights. Only break these rules if you have a ■■■■ good reason to, like a hero light rig close to the camera. Even then you should consider hacks before anything performance heavy, because it’ll probably be big on screen and tax overdraw.

If they need collision and they’re GPU particles, avoid using hardware RT collisions, and unless they’re loud VFX like snow or rain, consider just depth buffer collisions. Have simplified proxies for CPU particles to raycast against, avoid complex collision wherever you can.

As for profiling, I honestly cannot tell you because I’m not a particles guy, and when I’ve had Niagara problems I’ve had colleagues help me out. But I’ve learned a thing or two nonetheless.

Just a few suggestions, take them or leave them.

One final note:

if you’ve spent a good amount of time as an artist, in UE or in another DCC, your eye is very well-tuned to detail. If your game involves fire, magic spells, and explosions, there’s a fair chance it’s an action game. If it’s an action game, people will be processing the scene fast, and the human eye, especially the untrained eye, is already LODing the scene mentally to accelerate reflexes.

What that means is, for action-oriented VFX, focus on shilouette value and broader color, and don’t worry too much about fine detail or minute behavior only you will notice. Optimization starts with content, and your content starts with your game concept. Silent Hill’s signature fog was a way to art around perf limitations, and you can always do the same.

Just so you know, this is a spam account, this question is just generated by an LLM. Whenever you see any account that starts with aurora**** you can safely assume their post will be edited later to link to malware

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Thank you I had no idea appreciate it. ■■■■■■ as hell but thank you @Arkiras. The line between a bot and beginner in quality of questions…

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They don’t edit the first question. I guess they just write one regular question to bypass the automatic bot protection system. Once that post is written, they can write the next one they want. I guess that’s how it works.

P.S. @jblackwell, If needed, you can quickly check for bots using AI checking sites, for example, I use quillbot, it’s pretty accurate.

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Thank you so much for the link, I really appreciate it (would be deeply funny if it was malware). I spend most of my time in the rendering-related forums (lumen, Substrate, VSM, etc) where chatbots don’t have enough specialist knowledge to really sound convincing, but the tools to find them when I need to is much appreciated.