Someone made a list of ALL the performance improvements in Unreal Engine 5.5, the list is very long :
https://www.reddit.com/r/unrealengine/comments/1guy2zm/i_made_a_list_of_all_the_performance_improvements/
R.I.P Original Post.
Someone made a list of ALL the performance improvements in Unreal Engine 5.5, the list is very long :
https://www.reddit.com/r/unrealengine/comments/1guy2zm/i_made_a_list_of_all_the_performance_improvements/
R.I.P Original Post.
As a systems engineer with over 25 years of experience in rendering, networking, and audio, Iāve noticed that optimization is often misunderstood. Many seem to think itās as simple as pressing a few buttons, and suddenly, their project is running at 120 FPS. Unfortunately, itās not that straightforward.
Optimization is fundamentally about adopting best practices and applying them consistently. Here are a few key principles to keep in mind:
Unreal Engine provides all the tools you need for optimizationāyou just need to learn them. I highly recommend starting with this excellent video:
The video is short, only 14 minutes, but understanding and applying its lessons can take much longer and make a huge difference to your project.
To give you a real-world example, hereās the performance journey of our own project, which includes a streaming world with 8,000 materials and over 6,000 textures (many in 4K):
DefaultEngine.ini
and DefaultScalability.ini
.Optimization is a deep and nuanced subject. I like to think of Unreal Engine as a Harrier jump jetāitās a powerful machine, but you need to learn how to pilot it effectively. With the right approach and tools, you can achieve incredible performance.
I agree that everyone should know āOptimization-101ā info, but thatās not the point.
The editor is lacking optimization tools, the rendering pipeline is flawed, and so is memory management. Newest one-click metaverse-friendly solutions (Nanite,Lumen, etc) are only great for a small subset of games, while only adding unnecessary overhead to all others.
It should be fine when you are CD Projekt Red and can afford to rewrite half of the engine to adress all that, but for us indies there is no way to achieve that, which is why this thread exists.
Nice post, but itās not really related to the issues discussed on the main thread.
The engineās graphical pipeline is built on abusing temporal AA/SS. Nanite encourages subpixel hell, UEās TAA is inherently flawed, TSR, Nanite is supposed to be used with VSMās which are extremely noisy without smeary TAA, Virtual Textures causes textures to jitter and noise up textures only coverable with blurry TAA and then there are the multiple TAA dependant effects(many in the montage are UE5, and arenāt even higher quality than same performance methods )
You can optimize in unreal but at a larger cost to visual quality compared to older titles and 3rd party workflows that donāt exist anymore(dead engines etc)
The editor is lacking optimization tools, the rendering pipeline is flawed, and so is memory management. Newest one-click metaverse-friendly solutions (Nanite,Lumen, etc) are only great for a small subset of games, while only adding unnecessary overhead to all others.
Explains to vote pool very well. 189 devs votes atm but even though the feedback is strong, and make epic aware of major performance regressions, epic has not market incentive to fix these issues.
Canāt wait for their own engine
People here constantly ignore and misunderstand, and then it is implied that we should go back to learning how to optimize, etc. I assume that at the beginning of the project you were just trying to reach some imagined goal, I also assume that these tests were done on an RTX4090, for example, so after optimization there was a spectacular shift from 30 to 180. I insist that I am absolutely not interested in the results on an RTX4090 (although I have one myself) I am interested in what the score is on an RTX3060 and of course in native mode and not with an upscaler (even tsr). And to repeat, how to make a game in UE5 like Unreal Tournament (that is the origin of this engine) whoes in the classic FFA Arena on high settings goes over 150fps (on rtx3060) with more than 15 players in the mid view scene (and more than 30 on the server). and of cours no low poly ā¦