If you play in a new editor window or stand-alone, check the Viewport options before running and make sure that Realtime is unchecked, otherwise (it seems) the editor keeps updating in the background, which effectively cuts the framerate nearly in half.
-It seemed like a good idea, but unfortunately it had absolutely no affect on framerate.
Also check your Scalability settings: Effects and Post Processing seem to be the most demanding on my system, and dropping them to high or medium typically makes a huge difference. Resolution Scale can be dropped below 100 (try 75) if you are getting a low framerate when running tests in fullscreen.
-When I test fullscreen my tri-crossfire should take into affect and give me at least 2-3x the framerate, but it doesn’t change at all, like it’s not being used.
Finally, make sure you don’t have any Blueprint event graphs or other separate editor windows open while playing, because they too seem to be chewing up cycles even when they are technically supposed to be idling in the background.
-Nope, all closed.
Thanks for trying, I really appreciate it. There must be a setting somewhere that is limiting my hardware or something, cause if anything, the fact that the video card isn’t being used, especially in full screen mode, is pretty much proof of that.