Hi guys. I have a landscape with a couple hundred trees and a few hundred rocks and some other static meshes. After doing everything i could find to optimize this map, i haven’t achieved a single extra frame per second. In the stats it says my shadows are taking up by far the most performance. I’ve done LODs then switched to Nanite, set a simpler material when the mesh is farther away, I’ve lowered every light and shadow setting i could find, i’ve lowered texture resolutions, and i did a bunch more things. No matter what i do the frame rate range stays the same.
Can someone tell me how i can better optimize my shadows, and anything else? This is extremely important because I’m getting as low as 15fps in the shadows and no higher than 50 anywhere. Your advice would be much appreciated.
Thanks
By the way, I’m running an I9 10900, 64gb ram & a 3060ti
I haven’t tried removing them but I will when I’m back on. And yes I used the Foliage tool. But my almost blank map tops out at 100fps or so when doing nothing. So I’m confused.
Not familiar with nanite yet but if you say static meshes I assume you mean instanced static meshes. there is a big performance difference with no visual difference. For example in a tested setup I can spawn 8000 cubes with static meshes without noticable low fps but 120.000+ with instanced static meshes.
Hey there @BO-DACIOUS! I think the first move should probably be profiling both CPU and GPU, and running a series of tests to find exactly what’s causing your issue. You’re likely correct that it’s the shadows on the foliage if there’s dynamic shadows coming off of them in large quantities. I hope some of this documentation helps!
Oh wow. I don’t use many similar static meshes except for trees and rocks. I use Foliage for that. I made grass type for the grass and I plan to use the other Foliage type today for the trees and bushes. Would instanced meshes be a better way to go? And would I be able to set the trees/rocks roughly where they need to go easily?
It’s also something with my ue engine itself I think since I’m getting poor frame rates in blank maps as well as blank maps in nearly blank (other) projects. Thanks for the reply
Thanks, I have a whole entity motif and I figured my mod account should just be a supportive entity! But yes, looking at your specs from the other post this is highly iregular. I run in editor and standalone between 60 - 120 with no drops unless spawning entities with mats that didn’t exist before hand in most of the templates, but your hardware is easily way better than mine.
and for reference I’m working with an i5 4690K (FROM 2013) 1660 32gbs ram, I tend not to upgrade hardware till it dies and most of this thing has been kicking for years and still runs everything modern but you can see my bottleneck.
That’s definitely desktop specs right? With that much ram it’s got to be, but there’s laptop variants of everything these days so I don’t assume anything. You don’t have any problems running higher end games or anything right?
Hey, I think that’s my Reddit post lol. No luck so far. And yeah it’s an Alienware Aurora R11. I feel like at this point I’m destined to not be able to follow my dream. I get so many problems others say are bizarre. Anyway, I reinstalled ue5. Nothing. I updated both drivers, nothing. Well I’m getting a bit better frame rate in my blank level. I have a couple more things to try. Migrating and opening the level in ue4 - But it never shows up in the project I migrate it to. And replacing my static mesh trees with Foliage types.
If you can think of anything else please let me know. Thanks a lot.
I’ll definitely update you if I find anything that might be of use. Admittedly performance issues besides just doing best practices is a blind spot for me. The usual fixes and such I go through on the forums on a daily are usually the basics, but you’ve done all the standards and am still getting high profiling values. I know the editor play (PIE or play in editor) does cost some, but even then your editor values shouldn’t be that bad. I’ll keep looking around and hope someone has that magic bullet!
Awesome. Yeah the link fps happens while I play and while I’m editing. I really think this is a UE5 issue, not a project issue. Because it happens only in UE5 but every project I’ve tried since this issue began. Thanks a ton!