In my UE5 fps is absolutely always kept at around 15 (no more, no less), I tried to register the command “t.MaxFPS conditionally 120” in the console, nothing changed.
If I have an area selected for editing, then this restriction is missing (example below)
Hey there @RAVIL4351! Welcome to the community! So framerate does take a hit regularly when opening the blueprint editor (or any window with rendering), though dropping to 15 fps isn’t normally the case. Even hovering a window starts to prepare it’s resources so that it’s snappy and responsive when you do select it. The resources will always be split between the number of windows you have open (and not just docked). What are your specs? And which version of UE5 are you on?
PC specs: 32gb ram, xeon e5 2670 v3, rtx 3050, 2 ssd
UE 5.1.1
Perhaps it’s the processor, because of its poor performance per core. But “UE” is able to work with a large number of cores, so I have no guesses
This may be due to your processor being older, as it is discontinued and the last service update for it was in 2021. Here are the current hardware requirements for UE5:
It’s dependent on if the other threads have the same weight I believe, so if it’s your processor having slower cores the FPS should feel a hit, however having 90 regularly and dropping to 15 with only one window open is far further than usual. For example, I have my editor locked at 60, and when I open another window that needs to render anything it drops to 30 for both to maintain the same level, however your disparity is higher. I can’t find too much information on the mechanisms behind this, and trying to identify it in the source is a bit deep. Does more than 1 window lower the frames even further? If so, by how much? Can you check your core/thread usage at the time?