selected preview and speed differences

Hi,
depending on the tab selected, the game preview, in selected window mode or Pie mode, shows some obvious differences.

When I open the game preview from the Level Editor window, some moving objects can be slower.
When I open the game preview IN the Level Editor window many more things are slower.
From any other tab, which I use a lot, the windowed game is quicker.

How do you explain these changes ?

Hey there @Sirhom! Sounds like the FPS change could be doing it. The tick rate of the game is variable based on how many frames you can process at once. The editor PIE window is the heaviest as it still uses all of the editor features while making a preview of the game. Adds anywhere between 4 - 6ms on it’s own on average. So if your movement is tied only to tick rate and not also implementing delta time, things will move based only on tick rate alone. The shipping standalone will be the lightest version of your game at all times. You can verify this by turning on the stats by using CTRL+SHIFT+H or in console stat fps. Let me know if the delay isn’t corelated with FPS, then we may need to look into other avenues.

Hey @SupportiveEntity , thanks a lot for the hand.

I don’t rely much on the tick, more on Timer by Events, and I move with Add Input Movements.

Yes, there is a framerate difference between different windows, or between windows opened from different places… I mean:
The game in a Pie window opened from the gameMode BP will be quicker, than in a Pie window opened from let’s say Player Character BP. More stuff in the BP, less FPS in the window !
Well at least, that’s my case.

Also when trying to find what could impact the fps so heavily, I had a check at the Scalability Settings and noticed that the Distance View was set on Cinematique.
I don’t know why it was so high.
This leads me to another question, where the Game User Settings the game uses come from, when nothing is set in the code ?
Do different window modes use different settings ?

I’m not aware I ever touched this Cinematique setting, there’s nothing about it in my BPs,
and when developping I keep my Scalability Settings as low as possible.
So I set it to low again, but when I ran the game it went back to Cinematique.
Where does that come from ?
I know 2 places you can set those in the Level Editor, but these got overriden when I run the game.
I had to code the setting in a BP to keep it still.

Ahhh, I believe timers are based on Delta time due to them being measured in seconds, so I figured that wouldn’t cause distortions in timescale. The default scalability settings are decided by the settings setup beforehand. You can set up a DefaultScalability.ini file and when a standalone window is launched or you built the gamesettings will be set from there. However, you can set them directly with game settings in BP if need be. Docs for both below!

Thanks for the light:)

By the way, talking about fps…
Today I had time enough to work on my project,
in the Level Editor window, I lost around 50 fps.
I used to be around 100fps now it’s around 50fps.

Since we talked I didn’t touch a thing but those we talked about: Scalability settings, fps smooth and limitation, and Material Quallity.
Everything is set like before, as low as possible, no smooth, no fps limitation, I didn’t add anything in the code or in the scene. Actually even with an empty scene the fps seem to be locked up at 50fps.

Other windows seem to be working ok, this one bothers me though.
Any idea what I could have done on my clumsy way through those settings?

If you have other preview windows open (like say the Anim BP window or materials windows) they are actually full viewports with full features, so you essentially half your FPS with others open at once. You hadn’t locked the FPS in the project settings, so does it remain locked at other scalabilities as well?

Well i’t’s showing clearly now that my pc is no war machine:)
I’m rather happy with the global performances though.

Yes, I have to look out for what’s already open.
Actually, what’s in the current viewport from where I launch the preview window has a heavy impact on fps. If I show all my bp code at once in a bloaty Even Graph, fps drops down to 17 ! If I show an empty part of the same tab, my fps remains ok.
In the case of the Level Editor Viewport, I gained 25 more fps, by setting the Editor interface to Unlit…

I’m not sure what you mean. I coded the scalabilities that I wanted to keep still. I did not put my nose in the .ini files yet.

Oh I see. I’ll check that.

Well, with my current settings, all windows - 1080p upscaled to 4k - run at 65fps.
The Editor Level Viewport which size is likely close to 1080p runs at 80fps.

With all scalabilities set to the max, all windows suffer a drop to 13fps.
Level Editor Viewport remains more stable, dropping to 45fps.

The upscale is a mean thing.

Sounds about right for a little under mid tier rig in UE5 DX12 SM6.6. Some of the new rendering is quite heavy at base, but produces stellar results. What’s your GPU?

Yeah, It never looked right to me that I had such a good fps.
Now that 25fps went under the rug on a blind click, it looks more correct, but you know…
I preferred the other way.

I run on an I5 quad at 3ghz.

I’m really impressed with U5, since the beginning I’m ready to meet sudden death. But it didn’t come yet. It seems this mule can carry the load.