My game has bad performance in an empty main menu

So, when I open the game 2 volatile widgets with animations are created in an empty level. Doing this already gives this:
image
When opening the game for the first time the CPU can reach easily to 100% in usage. Is this normal or something? Am I doing something wrong?

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It looks like you’re looking at the performance in windows. Windows only has a vague idea what’s going on. If you really want, there are tools in the engine for looking at performance issues.

In the meantime, a very good guide that something may be wrong, is just to look at how many fps you’re getting. Start by looking what frame rate you’re getting in the demo level, and work from there.

You can use the console command ‘stat fps’, or there is a project option to always show the fps on the status bar at the top of the editor.

Performance monitoring controlled from console:

Stat Commands in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community

“Slate” is the Input and widget system under UMG, the “UI” you design in blueprints as widget assets.
Slate is known for some odd behavior and performance drain (for example, the entire hierarchy of invisible and removed widgets still causing cursor events). Can’t tell if there’s anything going on without further info though. Some user behavior like opening / closing widgets rapidly already gives behavior like the above. You can monitor that with the Slate stat command.

This is the blueprint when the game starts:
BP_Controller




Intro widget

Stat GPU:
Before playing:


1 sec after playing:

Slate:
Before playing:


1 sec after playing:

Honestly i dont know what the numbers in the Stat mean so if someone can tell what’s going on I would appreciate it.

Nothing odd there on UI. What is “bad performance”, did you try the fps stat ClockworkOcean sent? what are your symptoms? FPS? stutters? hangs? input lag?

On the Slate stat should be milliseconds for a task to run. If you move your mouse like crazy on a complex UI you see the numbers go up :slight_smile: .

I don’t have any problems with that but when I build the game for my friends to play they report that their GPU in task manager and the game FPS are bad in the intro and main menu. Also, showing FPS doesn’t change for me but for others the frame rate can get down to 50 or 40 fps depending on the PC.

that is not odd. You could try to apply benchmarked graphics value automatically through GameUserSettings for them the moment the game boots. The benchmark causes a hang for about 2 seconds but sets all graphics values to match a calculated score of their GPU. See if that’s the issue, if they have an average PC your default settings might just be too high for them.

Should be available in blueprints. GameUserSettings > RunHardwareBenchmark.
You need to apply GameUserSettings after that as well / ApplyHardwareBenchmarkResults.

I remember when I just got started I made a level I called “simple” just a room with some lamps in it and a material adding a texture all over, a test for packaging. Nearly put my old laptop on fire with the default settings and how I had set up the material detail. The FPS stutter… It’s not a lightweight or optimized engine right.

I see, i’ll try what u told me. Thanks :slight_smile:

Hope one day Unreal changes its UI system and doesn’t make it so bad :joy:

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