Feedback & Developer Suggestions for Unreal Engine: Shader Stuttering, VRAM Management, and Scalability

Dear Unreal Engine Development Team,

I am writing to share feedback and suggestions regarding Unreal Engine 5’s performance and optimization pipeline, particularly for mid-range PC hardware and handheld gaming devices.

Unreal Engine 5 continues to lead the industry in visual technology, thanks to innovations like Lumen, Nanite, and advanced rendering pipelines. However, to enhance the experience for gamers and improve competitive efficiency alongside dedicated in-house engines, several key areas could benefit from optimization:

  1. Mandatory Shader Pre-Compilation & Traversal Stutter Fixes
    Traversal stuttering and on-the-fly shader compilation remain major pain points on modern PC setups. Establishing a standardized, mandatory pipeline for Pipeline State Object (PSO) pre-compilation during initial setup or loading screens—alongside native DirectStorage integration—would significantly reduce frame pacing issues.

  2. Native Performance & Scalability (Reducing Reliance on AI Upscaling)
    AI upscaling technologies like DLSS, FSR, and XeSS are valuable tools for performance tuning. However, prioritizing baseline 60 FPS performance at native resolutions across mid-range GPUs (e.g., 6GB VRAM configurations) before upscaling is applied ensures a much smoother foundation across diverse hardware profiles.

  3. VRAM Efficiency & Flexible Lighting Options for Lumen/Nanite
    Nanite and Lumen deliver incredible visual fidelity, but their VRAM and GPU demands can lead to memory overflow on 6GB–8GB GPUs. Introducing dynamic mesh LOD scaling based on real-time VRAM allocation, along with lighter fallback lighting modes (such as screen-space global illumination or optimized baked lighting presets), would greatly improve scalability.

  4. Modular Engine Architecture
    Allowing developers to easily strip unused modules and overhead code from the final build would lower CPU footprint and memory usage, bringing Unreal Engine closer to the low-level efficiency of specialized proprietary engines.

Thank you for your dedication to advancing real-time rendering technology and supporting the game development community.

Best regards,
Remi Dirgantara