Hey there, Let me preface this by saying that I am new to optimization and how to make my Unreal Engine project “smooth.”
During one of the playtests in my project in Unreal Engine, I noticed a relevant FPS drop at the highest resolutions (High, Epic, Cinematic).
I thought it was just an engine-related issue and would be resolved once I packaged the project and ran it as an .exe out of the graphics engine, however this did not happen, the program still seemed to show an intense drop in FPS and performance.
I searched for various possible solutions and tutorials in the internet, but only very few led to any improvement; I tried intervening on the LOD’s and more specifically on the Max Desired Draw Distance, which, if I understood correctly, takes care of culling static meshes and vice versa based on where the player is positioned, so as to save space in the vRAM avoiding an overload, this works when the game is run on low resolutions, such as Low, in which it reaches as much as 120 static FPS.
However, I think this is not the only expedient I can do to prevent my game from being completely annihilated by the low performance.
I have also heard of culling, but it seems that this is already active since a brand new project is created.
During this time I also came across several warnings/messages that appeared once the project was started, and are as follows:
- “Video Memory Has Been Exhausted”
- “Virtual Shadow Map Page Pool overflow detected”
- “Texture Streaming Pool Over Budget”
Does anyone know how I could improve the performance of my game or give me some tips on this problem? Thanks in advance!
I attach screens of what I said to make the idea a little clearer:
Virtual Shadow Map Page Pool overflow detected
Low Scalability
Epic Scalability
Cinematic Scalability