How's the UE 5.5 performance and stability for everyone?

Hey,

I am aware that 5.5 is still in a preview but I am curious what’s everyone’s experience with 5.5 in terms of performance and stability.

I am still on 5.3 because 5.4 has been by far the worse UE release since I’ve started using it (around 4.14). 5.4 crashes a lot, especially in material editor. The UI has became extremely laggy and glitchy, and shader compilation times have increased up to tenfold in some cases. Even 4 hotfixes later, none of these issues are addressed.

So I am curious if anyone is seeing these things finally improve in 5.5, since I know Epic likes to postpone significant bugfixes to next versions.

If anyone here has spent substantial time with 5.5, how’s the stability, and UI performance, and shader compilation? Same? Better? Worse? Let me know pls :slight_smile:

5.5 is way worse when it comes to performance, sadly really worse and it wont change. My projects are down in 40%-35% in fps. I actually cant believe its so bad, sadly thats the state of things :frowning:

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Such a drop in performance is not normal, there may have been a bug or something broken in your project when you converted it to 5.5 or some default variables not the same.

No, sorry is not a bug at all. Ive been following 5.5 code since months ago, thing is they changed lots of thing of the renderer code (because of big nanite and lumen updates). I have tested in several configs and projects, the performance drop is massive in any configuration pretty much.

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I keep crashing, regularly, within ~20 seconds of opening my project. Stack seems to consistently finger feedback around the VTs. Since this project is centered around RVTs and the heightmesh, it’s not something I can disable… :frowning:

Crash - Stack

LoginId:d6e729b04fef96d893d9f0ad1b203956
EpicAccountId:a790acc4c86d43e58675504d8e49b0bc

Assertion failed: MapResult.Size == TotalReadSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureFeedback.cpp] [Line: 344]

UnrealEditor_Renderer!FVirtualTextureFeedback::Map() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureFeedback.cpp:344]
UnrealEditor_Renderer!FVirtualTextureFeedback::Map() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureFeedback.cpp:356]
UnrealEditor_Renderer!FVirtualTextureSystem::BeginUpdate() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureSystem.cpp:2684]
UnrealEditor_Renderer!FVirtualTextureSystem::BeginUpdate() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureSystem.cpp:2814]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1385]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5325]
UnrealEditor_Renderer!UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<FSceneCullingBuilder::UploadToGPU’::51'::<lambda_1> >'::12’::<l() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5628]
UnrealEditor_RenderCore!FRenderCommandPipeRegistry::StopRecording'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1628]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:634]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:317]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:443]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

TSR seems ~1.5ms more-expensive than 5.4.4, which kinda sucks; it was still-cheaper in 5.3… Past that I can’t keep a project open long enough to even enable megalights let alone test.

@OP → had a 5.3 project that would consistantly crash when upped to 5.4. I seemed to have worked around that by migrating things piece-meal into 5.4. Performance is comparable, for me. TSR is more-expensive in 5.4 vs 5.3 for my use-case but ultimately does seem to offer better performance when you scale the screen-percentage.

I cannot test this in the current 5.5.

Bem não encontrei tantos problemas assim, para mim está bastante estável, o desempenho está melhor que a 5.4 o único problema que encontrei foi um bug que o fecha totalmente no momento de salvamento automático. então, não demoro para salvar manualmente por muitos minutos, para não perder o trabalho.

Mas o uso do MEGALIGHT compensa muito isso.

Well, I didn’t encounter that many problems. For me, it’s quite stable and the performance is better than 4.4. The only problem I encountered was a bug that completely closes it when it’s auto-saving. So, I don’t spend many minutes manually saving, so as not to lose my work.

But using MEGALIGHT makes up for it.

Bem não encontrei tantos problemas assim, para mim está bastante estável, o desempenho está melhor que a 4.4 o único problema que encontrei foi um bug que o fecha totalmente no momento de salvamento automático. então, não demoro para salvar manualmente por muitos minutos, para não perder o trabalho.

Mas o uso do MEGALIGHT compensa muito isso.

Também acho a 5.4 a mais estável e rápida de todas as versões desde a 4.27.
Tive muitos problemas para tentar usar projetos de versões anteriores na 5.4, mas após perceber que o problema estava nos arquivos anteriores e não na versão 5.4 a dor de cabeça praticamente acabou.

On a empty new level, only with my Pawn my top fps is 60 and not completely stable. Plus the game Loop takes about 16ms , again with a basically empty pawn with only inputs functions of movement. Idk what happened with 5.5.0, I search online of someone else have the same issue and I fint that

EDIT:

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With 5.4 and 5.5 tanking editor performance honestly feeling like just abandoning 5.0+ altogether and just going back to 4.27

There’s not really much benefits at this point in comparsion to negatives lol

I notice that Editor Primitives and Volumetric Clouds from GPU stat are more expansive now.
Post

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Good to know.

At this point glad we didn’t move to ue5

I’m seriously thinking about going back to UE4.27… Just cause the performance issues…

I fired up the City Sample Demo (Matrix) and it ran surprisingly-well for me!

Previously, in any version I was like HUNDREDS of megs of memory over the video-limit. Reading that red-text was like WTHeck, I don’t have a supercomputer, I can’t even fit that much memory in my machine lol.

Nothing ran well, only in the 20s, maybe 30’s if I dropped it down to 1920x1080 @ 67% and turn stuff down. LOOKED good ran like a pig with backwards legs.

5.5, the small map is borked, it throws that same error and runs ~25 default and mid 30’s with tuning.

The LARGE map ran quite well! 45fps, and I mean, it’s not 60 but I was able to get 65+ by some slight tuning of settings, much more for removing the crowds. Even at 2560x1440fullscreen, 100% res ran at those same framerates; ~45fps with full crowds, cars, etc and 65+ with some tuning (biggest bump was losing the crowds, even with full-cars).

If I wanted to make a battlefield type game, think Dawnbreaker for BF4, it might be approachable (given there is never a crowd in a BF game at least).

So! Yeah, 5.5 actually made it playable, period, and decently-well considering the age of my rig. A concrete improvement.

never crashed this many times with previous versions . so far not only gpu related errors and crashes but also vfx and shaders take longer than before to load and play during play , so far 5.5 is the most unstable version ive worked with , never had any issues with 5.4

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