FPS problems

To put it simply, on UE 4.2, I can run a blank project at 120 frames+. The same runs at less than 60 frames in 5.1, and less than 30 in 5.3.

when I say blank project, I mean BLANK. disabled lumen, nanite and anything else potentially labor intensive. Removed everything from the scene, etc. I have literally toiled away in project settings to cut out every single thing I can think of to see if I can get a totally blank project to run at 120 fps like it does in UE4. I have re-installed my UE5 versions twice.

I can’t go back to UE4 because my projects are heavily dependent on UE5 but getting sometimes less than 10 fps in PIE is not a good sign. sometimes, simply adding a mesh to the editor is painful.

Specs shouldn’t be a huge problem I think:

-AMD Ryzen 7 2700 eight-core
-32gb DDR 4
-500 GB NVME M.2 2280 PCIe solid state (300gb+ free)
-NVIDIA GeForce RTX 3060 Ti 8GB

Everything on my machine runs great other than this. I get high FPS when gaming. I have played with drivers, changed numerous settings, and even upgraded hardware. the result is always the same. I cannot count the numerous videos I have watched on “how to improve fps.” Is UE5 just fundamentally broken, or is there some magic solution out there?

Hey @TLOA!

Out of curiosity, what is your ran usage when using the new project versions? Also, have you checked if you have any background processes that may be running without your knowledge?

Hey thanks for the reply! that’s the funny thing is that from a hardware perspective, it looks great!:

You’d think that the way the engine performs when opening a blank project, it would be just maxed out. I do keep a pulse on background processes and there is nothing out of the norm really. I run windows 11 but insanely de-bloated. I use a tool to pretty much remove everything that no one would ever use.

Hey @TLOA,

That is odd. You may want to reset your global settings in your NVidia control panel. I see that often some setting is either automatically set wrong or changes during an update tanking FPS. That may be the issue if everything else looks fine.

Hey @TLOA,

Checking in! Did the above solution work for you? Are you still having FPS problems?

Im sorry i didnt get back to ya. Unfortunately not. I did however manage to boost a lot of my performance in my game (not blank project) by doing a few things. First, I always assumed that foliage was culling itself because whenever I use the console command freeze rendering it would be gone. However this wasn’t the case in my game in particular, so I had to manually cull foliage in the foliage settings. Next I instance every single static mesh in my game. It actually was not as painful as I thought it would be. I simply selected a crap ton of them using my outliner and then just clicked actors and then selected the option to batch. I also compressed all of my textures down to 512. From there I was able to determine which textures look like garbage and just kind of picked a few to boost a little higher. Finally I realized that I have all of my sub levels visible all of the time. I decided that I needed to keep those hidden unless I was working on them. The problem is that navigation doesn’t work when levels are hidden during a build. I found a tip online to fix that also. Now I get maybe 40 to 50 FPS in my game. I have decided that I probably will never get the 120 that I got from Unreal Engine 4 but hey at least it’s not that bad! I do appreciate all of your help!

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.