Lyra as starting project, performance concerns

Hey guys, I’m looking to start a new project and I’m not sure if Lyra can actually be used as a starting project as recommended and that is because it’s performance. So I packaged the game (development) and tried the maps, which are not very complex (from my beginner perspective), and I hit around 40-50fps on my avg pc (gtx1080 and i7-7700k). With low preset somewhere around 110-120fps but everything looks very different. So I wonder if the new lumen system is good enough for games and especially the fast moving camera type of game. What are the fps that you get in the demo with newer graphics card? It is possible to archive 100fps on medium spec pc?

On Lyra project UE5 Editor, Lumen and Nanite combine use around 5GB VRAM.
It’s possible to disable Nanite by setting r.Nanite=0 and use only Lumen but you’re responsible for all the modular model’s LOD otherwise Lumen can hit performance bottleneck.

For your question regarding medium spec pc, I think that you need to profile and stress test the UE5 because game is very complex and it’s hard to predict without running on target hardware.

You will need UE5 source to build Test configuration and use UnrealInsight to profile.

When uses UnrealInsight, Try to run UnrealInsight and UE5 game on different PC to avoid overhead.

Also take a look at Temporal Super Resolution. This is similar to NVIDIA’s DLSS but it’s platform-agnostic.
With Temporal Super Resolution, You should be able to set r.ScreenPercentage=50. The Temporal Super Resolution is enabled by default in UE5.

1 Like

This is good information. Have you tested thie performance on a packaged build with just the Lyra starter game?

Just playing devil’s advocate here.

How long are you thinking your new game based on Lyra will take to develop? Maybe 3 years?

If so, you’re hoping that the new latest and greatest future-proof tech will run at 60+ fps on what will be an 8 year old computer and 7 year old graphics card by the time you’re ready to release?

Seems like anything 30+ fps is more than playable on old hardware. 40-50 fps is even better, it gives you plenty of room to add complexity and CPU/GPU usage.

And as you said, the FPS goes way up if you turn down the graphics settings. I don’t think it’s unreasonable or unexpected that someone with 7-8 year old hardware would need to turn down the graphics to increase FPS.

My $0.02.

It’s a good topic. I got about 15fps with my packed prototype at max settings. Only 3 bots and me. Large level (highrise, shooter game) and a compass radar ticking every 0,05 sec the location of only 3 actors, which I am guessing is too heavy performance wise, but I still need to run a comparison with and without radar to see how many fps is lost.
I reduced video quality settings and shadows were the greatest detractor of performance. Of course, my lighting setup was a “out-of-box”, shooter game updated to UE5.
I’ll do more performance checks in my next updates.

Gonna throw my $0.02 in with you.

Retailers are currently trying to offload 3000 series stock in preparation for 4000 series stock. Prices will drop, consumers buying 4000 series will offload their old cards, and the budget-minded gamer will be upgrading to 2060s, 3060s, etc.

A GTX1080 is really pushing it for UE5.

Hello Guys, I am using Lyra to do my Dissertation, I’m doing sound design so I just remove the audio in the game, but it is really slow, can I reduce the performance to test the audio on game and after rise it up again with the finish project?

thank you in advance!