I’ve been following a UE5 tutorial from GameDevTV, but I’ve noticed in the past few days that the FPS I’m getting from this game has been either bad or just ok, which I found to be weird since I use a laptop with a 3070 mobile GPU.
This is the version of the game before I began to make optimizations.
I started by removing Nanite and Lumen, turning off anti-aliasing and Temporal Super-Resolution. I also removed lights that I had stationed inside the actors.
The result I got was this, which produced a somewhat better frame rate:
However, in both videos, after a certain point in time, around 50 seconds, the game boosts itself to an average of 60 frames per second and stays there.
What can I do to optimize the game further so I can hit 60?
As you did the game you should profile it (optimize). There can be A LOT of things that drains the game performance. Maybe you should read some articles about how to optimize games and good practices when working with blueprints.
you can bottleneck GPU (massive texture maps) and the CPU (a lot of actors ticking, spawning and destroying actors all the time, etc).
Also bear in mind (you can test by yourself) a compiled game running OUTSIDE the editor runs much faster
You can use the profiler, of course, but it take a long time to learn to use it properly.
What’s MUCH easier, it basically taking everything out of your map, and putting it back in until you find the thing ( or thing ), that’s causing the problem.
Hi @eldany.uy. No I don’t, that’s the thing. There are some good vids out there, but none of them really go into depth in the right places.
It’s no use to me knowing that I’m spending .3ms per frame on post processing. As far as I’m concerned, a much more useful breakdown would be to give me the names of actors sorted by frame time
I’ve got to the bottom of a lot of strange problems with the chop ‘n’ change method. In fact now, I notice the moment the frame rate starts to drop and do something about it early on.
Yeah … we are in the same boat lol. But I would like to know how to understand the ultra finetuning profiling workflow. I think in that process you also start to learn a lot of low level of things