I have an Unreal Project because I’m creating a game. The performance is awful, I have 10 FPS each time I play. It´s strange because I only have 1 level and I have an Nvidia RTX 3050 with 16GB of RAM. I need help, it is stressfull having to deal with this. Also, I am going to sell my game. So optimization needs to get better. Also I have as a playable character, a Metahuman that his hair only supports LODS 0 & 1.
It’s probably just because you are loading the engine too much.
What frame rate do you get in the demo level? ( first or third person map ).
What he said. Mybe too many shaders, or fx shaders. Do you have world partition setup right with hlods? There is huge number of things it could be.
My game only has 1 level yet. I get 10 FPS, maximum 20-25FPS. And the level is not bigger. I use also a lot of assets of the Quixel Bridge but I imported them in medium quality.
If this is one of the possible problems, how can I check or solve this possible problem?
open the console ( ` key next to 1 on top of the keyboard) and use the Stat UNIT console command while playing. It should pop up some numbers on the top right of your screen. post a screenshot of that here. It’ll show if the low FPS is caused by the GPU or CPU.

Look
So it’s GPU issue bottleneck. Try Stat GPU, It’ll tell what’s taking the most time to render
Suggestion, I add these to whatever pawn I am using to test/cruise around a project, handy:
H is particularly useful to tell you how many poly’s, etc you are actually drawing.
If you look at Values below Max, the higher ones like HairStrandsVisibility, Shadow Depths, Lumen Scene Lighting etc… are the ones taking up the most time.
Since you’re using a Metahuman, that’s most probably one of the causes. I would suggest testing the game with another character (like the default character) to see if it makes any improvements.
Yes, I am using Nanite for all my static Meshes
Ok, but can be possible to have a good performance with a Metahuman?
It’s possible since the Matrix demo using a lot of them. But when I tried it last, it was just one Metahuman and nothing else in the level and got like 50 FPS on a 3060. Honestly don’t know how epic optimized the matrix demo that much.
Maybe the issue is not having more hair LODs? you could try using another Metahuman with more Hair LODs. Or you could try disabling the visibility of the hair in your current metahuman and test with that.
Hopefully others with more experience with using Metahumans could share their experience.
I mean, that is where the time, mechanically, is going; Hair (which is also a classic musical!).
Just based on that, I’d say go straight-bald with the same setup (same config, just no hair at all, if possible) and run a comparative performance. If something else isn’t sucking down time or driving the hair-consumption, you’ll know.
WHAT to do about it if it IS hair-related, I cannot tell you myself, except to go less epensive, cards if you can, maybe a niagara system?
If “draws” is draw calls, that’s a lot. Each material you use is a different draw call. You have a draw call for shadow, color, light, etc, for every material. Are you using texture streaming and virtual textures, you would have to with a lot of different textures. If you are using world partition, do you have the settings right? Do you have Hlod’s? If that stat “Draws” is draw calls, the gpu is rendering a lot of things at the same time, even things that are not being seen. There would be a lot of overdraw that would accompany that many draw calls. You might not want to show the game, but if you could show screen shots with overdraw, and material complexity?
Along with the hair taking time, like said prior, the shadows is hitting heavy too. Mesh distanse fields(check you project settings and settings on meshes), maybe you have a huge mesh casting a shadow or maybe a lot of meshes that dont need to cast a shadow. That or you have too many lights. Maybe change some of the lights from movable to stationary, and make those lights cast static shadows. Really, with the lights, you need to only have characters creating dynamic shadows. Its all in how you built it.
Ok, and how to I put static shadows ONLY in some elements, because I want to use Lumen too.
Thats a complexed question. Lumen doesn’t support static lighting, but you can check allow static lighting in the render settings. Then, if it’s a nanite object, I think you have to disable using mesh distance fields on those objects. In turn, I think you have to also check mark use normal maps for static lighting, in the project settings? You can’t use World partition also, because you have to allow precomputed lighting? Then that leaves you to pick and choose what is dynamically lit? You also have the scalability settings that effect lumens? Lumens is distance based? Then, with the use of volumes?
Didn’t want to leave you hanging. With all that said, I think it depends on the level/ level size, and how you go about building the level.

