Hello,
I’m reaching out regarding a persistent performance issue I’ve been facing in my Unreal Engine 5.6.1 project.
My project is a large outdoor environment with dense foliage (trees, grass, mountains, etc.). Despite multiple optimization attempts, I’m getting only 30–40 FPS, even on a RTX 4070 Ti, Ryzen 7 5800X (8-core), and 64 GB RAM.
Here are the key points I’ve observed:
1. Shadows Severely Impact Performance
- When shadows are active, the GPU time sits around 36 ms (≈27 FPS).
- Disabling shadows increases FPS to 70+, so the bottleneck is clearly shadow rendering.
- According to the GPU Visualizer (
stat gpu), the Shadow Depths pass alone takes about 7.5 ms, and BasePass about 6.7 ms. - I’m using Lumen for GI and reflections, with Virtual Shadow Maps (VSM) enabled.
- Reducing cascades or light distance helps a bit, but the performance drop remains severe, even in medium-scale scenes.
2. Nanite and Lumen Are Enabled
- All meshes use Nanite.
- Lighting is configured following the official Unreal documentation and tutorials (Directional Light + Sky Light + Skylight capture + Atmospheric Light + Volumetric Clouds).
- Despite Nanite and Lumen’s supposed optimizations, frame rate does not improve significantly.
3. GPU Is Under Heavy Load, CPU Is Fine
- Using
stat unit, GPU time dominates the frame (CPU threads are well below 10 ms). - The issue reproduces both in the Editor and in packaged builds.
4. Dlss Stopped Working
- In earlier versions of this same project, Dlss, project Now I have a lot of aliasing and the output log gives this message:
LogStreamlineAPI: Warning: [15-17-37][streamline][warn][tid:73724][1s:567ms:748us]dlss_gEntry.cpp:302[updateEmbeddedJSON] Disabling DLSS-G since it is not supported on current hardware
5. Optimization Attempts Already Tried
- Enabled Nanite for all static meshes.
- Reduced shadow cascades and shadow distance.
- Tested both Virtual Shadow Maps and Cascaded Shadow Maps.
- Adjusted Lumen settings (
r.Lumen.Reflections,r.Lumen.ScreenProbeGather.*). - None of these changes raise FPS beyond 40 with shadows enabled.
Request
Could you please review this setup and advise:
- Whether this level of shadow performance is expected for Nanite + Lumen in foliage-heavy scenes.
- If there are specific project settings, console variables, or engine limitations I should adjust to improve shadow rendering performance.
- Why Dlss stopped working and how to fix it.
I can provide the project’s GPU Visualizer screenshot, full stat gpu log, or packaged build if needed.
Thank you very much for your time and help.