Grass optimisation in Unreal Engine 5...

Hey @Mateo_The_Dev,

That should not be a problem to my knowledge, however, it may not hurt to try and migrate your assets and level to a new project made directly in 5.2 if that is the issue. That way there is no downside of losing your work. Just remember to make a backup of your current project just in case!

Yes. I’ve become desperate

Hey so apparently I’m just an idiot :man_facepalming:


All I had to do is to enable Grid and Display :man_facepalming:

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Hey @Mateo_The_Dev,

That’s great! Were you finally able to solve your problem using the above method?

This really does work remarkably well. I have a lot of trees (22,000) that have a speed tree node. Just doing this bumped my frame rate from around 20fps to about 40fps (I’m using some really poorly optimized 3rd party assets).

so simple… yet, I kept trying to figure out why I couldn’t get any better FPS no matter how much culling I did; even disabling shadows. It was on Epic. 4X increase.

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Hi there … thanks all for the thread. Did you find anything that made a significant difference in the end? I’m having the same issue, with any reasonable PCG grass cover seeing a huge hit on performance.