I’ve been working on some shader-heavy Unreal Engine scenes recently (especially volumetric lighting and fog), and I noticed that performance can look stable inside the editor but behave differently on certain systems once the scene becomes more complex.
I’m curious how others here test GPU stability outside of the built-in Unreal profiling tools.
Of course, Unreal has excellent in-engine tools like stat GPU, GPU Visualizer, and profiling builds. But I’m also interested in testing sustained shader load in a simpler way, especially to compare how different machines handle continuous volumetric rendering before even opening a large project.
For quick browser-based stress checks, I’ve been experimenting with shader-heavy online rendering tests like https://volumeshader.com/ just to observe frame stability under sustained GPU load. It’s obviously not a replacement for Unreal’s internal profiling tools, but it helps quickly identify if a system might struggle with heavy real-time effects.
My questions to the community:
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Do you rely only on Unreal’s built-in GPU profiling?
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Do you use external stress tests before benchmarking a project?
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How do you test shader-heavy scenes for stability on lower-end hardware?
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Any workflow recommendations for catching GPU bottlenecks early?
Would love to hear how experienced Unreal developers approach performance validation.