[Released] Level Benchmark — find out exactly what's tanking your level's FPS

Ever had a level’s frame rate slump and no idea why? Was it a HISM-heavy foliage pass, a landscape material with too many texture samples, or three stationary lights stacked on the same shadow channel? Usually finding out means tabbing between half a dozen stat commands and squinting at an on-screen HUD.

I built Level Benchmark to turn that into one button.

Run it against your currently loaded level and get back a single readable report. Every mesh’s triangle count, LOD count, material count, texture resolution, collision and Nanite state (instanced/foliage meshes counted at their real effective cost, not per-instance); every light’s type, mobility, shadow-casting state, and overlaps that could blow your shadow channel budget; real GPU pass timing, shader complexity, and overdraw sampled directly from PIE and cross-referenced back into one table, so you know exactly which actor to open.

What it checks

  • Static analysis (no PIE): tri count, LOD count, material count, max texture resolution, collision, Nanite state, ISM/HISM-aware effective triangle counts.
  • Landscape scan: component count, quad count, Nanite state per proxy.
  • Light scan: type, mobility, radius, shadow casting, overlap detection, and stationary shadow-cluster warnings (the 4-light shadow channel limit).
  • Material cost ranking, linked back to the meshes using them.
  • Estimated texture memory: real measured GPU size, deduplicated per unique texture.
  • GPU pass timing, shader complexity, and overdraw (PIE), with a per-pass breakdown.
  • Per-light GPU cost (optional): isolates each shadow-casting light’s actual cost by toggling it and measuring the diff.
  • Run comparison against a previous CSV export, plus CSV export for spreadsheet/CI tracking.
  • Toolbar, Tools menu, Window menu, and console commands for headless/automated runs.

Requirements: UE 5.7 or 5.8, Windows (built and tested on Windows), editor-only and adds nothing to packaged builds

Built for solo devs and small teams without a dedicated technical artist watching frame time all day

Fab listing: Level Benchmark | Fab
Docs / source reference: GitHub - Imloopdev/Level-Benchmark-UE5: Editor only tool that benchmarks the currently loaded level and gives relevant info on how to optimize the level · GitHub

Happy to answer questions or take feature requests (this is actively being worked on)