How to solve this performance issue?

This is the video for reference
Performance was okay until yesterday (around 70FPS) but somehow today, after making a LCD Display material, I noticed a lot of frame drop (around 35FPS now).
I thought maybe it’s because of that material and the corresponding actors that use it, but even after deleting them, the problem remains. I thought maybe it’s because of the new light actors that I added, but it’s not because of them either (because when I go near them the performance remains same). I even tried “stat GPU” but there was nothing too suspicious just the usual stuff.
I’m totally clueless as to what is causing this drop. When I look in one direction it’s fine but suddenly looking in a certain direction is slowing the game down and there’s nothing “too heavy” that’s causing it. Strange
Also - stat engine says “skeletal meshes tris” but there are no such Skeletal meshes (apart from what’s already in the scene, i.e UE5 Mannequin). This is even more strange.

Hey @Paradoxical95,
I think that just refers to how Nanite renders the entire scene, all the walls and structures, are mesh triangles. It seems to flare up the most when you look at the building, which definitely seems like your heaviest landscape around. Have you tried the Smooth Frame Rate Setting? It might help you cap your min/max:

I hope this can help!
-Zen

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Hey Zen
Thanks for replying
I’ll try this

I forgot to explain but when I look at other buildings, the issue isn’t there. It seems like there’s something else in that direction. I went close to the building, same happened. I crossed the building (staring into nothing) and still the same happened.
The editor performance is good (70-80FPS) but somehow in game performance is tanking.

Also Zen, please see this (because I have uploaded multiple stat screenshots here)

@Paradoxical95
It seems strange that the building is causing all the issues. Maybe try looking into the different flags during your profiling.

Toggling the light, shadows, tessellation, and even rendering together may help you find ways to improve the frames around that area.
Another recommendation I could give would be to look into the significance manager plugin, it allows you to control a bit more of what’s enabled on each component.

I hope some of this can help!
-Zen

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Hey Zen, guess what
I Solved it

The issue was with lighting. I was using a BP that had a lamp SM and a rect light attached to it. Since I duplicated these lights a lot (in those 2 buildings only) I was getting performance hit. I used “stat Uobject and stat SceneRendering” to clarify that it was the light.
Removing them gave me the performance back. The 2nd bottleneck was the cloth sim in my shed. Deleting it also saved performance.

Thanks for replying @ZenLeviathan

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@Paradoxical95 Awesome! Thanks for posting your solution, too!
Happy developing! :vulcan_salute:

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Thanks mate