NEW(3/22/2024) UE5.5+ Feedback: Please Invest In Actual PERFORMANCE Innovations Beyond Frame Smearing For Actual GAMES.

Also post the debug views for each feature(Nanite, Lumen, VSMs).

System:
GPU: RTX 3090ti 24GB
CPU: Ryzen 9 5950X
RAM: 64GB
Monitor: 2560x1440

All screenshots have Nanite enabled and are captured at native resolution.

I am now using UE 5.3. So the VSM cache page is not the same as in 5.2. The VSM’s in 5.2 were rendering blue in the debug view mode. I have since updated the scene so that I can make everything green. However, I still get the same performance.


Frame Time with Lumen + Nanite + VSM's + TSR @ 100% native resolution

Lumen Visualization

Nanite Overdraw Visualization

VSM CachePage Visualization

image


This is my performance with Lumen disabled (NOTE: TSR is also enabled again)


This is with VSM's & Lumen disabled (Which I know is the one of the biggest killers to performance):


With Lumen, VSM's and TSR disabled, this is the performance I get:


This is with Lumen, VSM's, and TSR disabled. Only, traditional shadow maps are being used in this screenshot:


This is the performance I get when not using TSR but everything else is on epic (TAA instead).


This is performance I get with TSR enabled and screen percentage at 50%


My biggest killer is happening on the GPU. TSR eats 2 milliseconds of time when the screen percentage is 100%… So I disabled it and got over 60 FPS at native 1440p.

I have heavily modified lumen’s default settings in my DefaultScalability.ini and am running on Epic settings across the board.


In my DefaultEngine.ini, I set these values:

r.Nanite.ProgrammableRaster.Shadows=0

r.Lumen.TraceMeshSDFs=0
r.Lumen.SampleFog=0
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False

r.Shadow.Virtual.ResolutionLodBiasDirectional=1.5

In my DefaultScalability.ini, I set these values:
[GlobalIlluminationQuality@2]
r.DistanceFieldAO=1
r.AOQuality=1
r.Lumen.DiffuseIndirect.Allow=1
r.LumenScene.Radiosity.ProbeSpacing=16
r.LumenScene.Radiosity.HemisphereProbeResolution=2
r.Lumen.TraceMeshSDFs.Allow=0
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=8
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=200
r.Lumen.ScreenProbeGather.DownsampleFactor=64
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=8
r.Lumen.ScreenProbeGather.IrradianceFormat=1
r.Lumen.ScreenProbeGather.StochasticInterpolation=1
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=0
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=0
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth=0
r.Lumen.TranslucencyVolume.GridPixelSize=64
r.Lumen.TranslucencyVolume.TraceFromVolume=0
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=2
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=8
r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget=100

[GlobalIlluminationQuality@3]
r.DistanceFieldAO=1
r.AOQuality=2
r.Lumen.DiffuseIndirect.Allow=1
r.LumenScene.Radiosity.ProbeSpacing=8
r.LumenScene.Radiosity.HemisphereProbeResolution=3
r.Lumen.TraceMeshSDFs.Allow=1
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=16
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=300
r.Lumen.ScreenProbeGather.DownsampleFactor=32
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=8
r.Lumen.ScreenProbeGather.IrradianceFormat=1
r.Lumen.ScreenProbeGather.StochasticInterpolation=0
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=0
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth=0
r.Lumen.TranslucencyVolume.GridPixelSize=64
r.Lumen.TranslucencyVolume.TraceFromVolume=0
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=2
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=8
r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget=200
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