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

**URL:** <https://forums.unrealengine.com/t/new-3-22-2024-ue5-5-feedback-please-invest-in-actual-performance-innovations-beyond-frame-smearing-for-actual-games/1164987>\
**Category:** Feedback & Requests\
**Tags:** unreal-engine\
**Created:** [May 14, 2023, 1:02am UTC](https://forums.unrealengine.com/t/new-3-22-2024-ue5-5-feedback-please-invest-in-actual-performance-innovations-beyond-frame-smearing-for-actual-games/1164987 "2023-05-14T01:02:12Z")\
**Posts on this page:** 1\
**Showing post:** 38

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**Author:** ![TheKJ](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheKJ](https://forums.unrealengine.com/u/TheKJ)\
**Post date:** [September 19, 2023, 3:18am UTC](https://forums.unrealengine.com/t/new-3-22-2024-ue5-5-feedback-please-invest-in-actual-performance-innovations-beyond-frame-smearing-for-actual-games/1164987/38 "2023-09-19T03:18:21Z")

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Really quick can you edit the post and use “Hide details” on pictures

> **Just highlight the pics, press the gear button, hide details and bam**
>
> Clean af.

You gotta stop using Nanite. Even if the meshes are not over 15k tris, It adds overhead.

> [@Nanite performance is not better than LODS \[TEST RESULTS\]. Fix your documentation Epic. You're dangering optimization.](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-ruining-games/1263218):
>
> [Nanite Virtualized Geometry in Unreal Engine | Unreal Engine 5.2 Documentation](https://docs.unrealengine.com/5.2/en-US/nanite-virtualized-geometry-in-unreal-engine/) FIX IT already. Nanite should generally be enabled wherever possible. Any Static Mesh that has it enabled will typically render faster. The part where it renders faster is true(Sometimes). But depending on what other features you will use with a Nanite scene. It will make your scene MUCH slower than a scene using automatic and/or maybe 1 minute of Manual optimized game focused LODs. How about we stop devs from b…

Make LODs and keep quad overdraw from showing heavy green or above high lighting by keeping tri count lower in those areas. A sprinkle of green is fine but nothing dense.  
How I like to do LODs is use wireframe view or quad overdraw, zoom out, when the mesh becomes too dense in color or to green in quad overdraw, make another LOD, repeat until the last LOD is 60 tris.

Also use the distance evaluate WPO.  
This is how the Fortnite team did it. Even before Nanite.  
Nanite has even worse performance with WPO.

Read the entire tree section.  
[https://www.unrealengine.com/en-US/tech-blog/bringing-nanite-to-fortnite-battle-royale-in-chapter-4](https://www.unrealengine.com/en-US/tech-blog/bringing-nanite-to-fortnite-battle-royale-in-chapter-4)

That is probably another thing killing your VSM perf.

Also stop using TSR, it’s not meant for native res/too expensive and it ignores **foliage motion vectors.**

Use Epic TAA with frameweight .1 from 3 with 2 to 4 samples.  
You will get a VERY clean output with much cheaper ms timing.

Follow everything I just said. You’re going to get +60fps at native 4k with the 3090.

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