Serious FPS Drop After 5.0.3 to 5.2

Guys, I upgraded from Unreal Engine 5.0.3 to 5.2.
Even with everything hidden in my project, I can’t exceed 60 FPS.
But in UE 5.0.3, I was getting 60FPS with Cinematic + Everything turned on.
SM5-SM6 / Nanite - non Nanite Doesn’t matter, I can’t get past 60 FPS.
Does anyone knows?
(Lumen + Raytracing are disabled)

And there is always this warning. (Even if I build)

Hey there @serhatakgl! So UE5 ended up being a bit heavier across the board for a myriad of reasons, but you’ve covered a couple of them. That said, off the top of my head another solid expense has been the change to fully VSM (Virtual Shadow Maps). We had them before but they weren’t the default.

That may give you a bit more headway (Maybe 4 - 5fps depending on scene, specs, and shadows) but it won’t return 30 FPS. I’d recommend profiling to see where the bulk of the weight is and if it can be shed at all. SM5 + DX11 should bring a solid chunk back as well, but DX12 is going to remain inherently heavier. You’re also over your texture streaming pool, at low and over both texture streaming pool and your VRAM at cinematic, which even if you could run the standalone better, you would have some pain points.

Does this still occur in the sample maps? May I know your specs? How large are your textures?

Hello @SupportiveEntity
I solved the problem 10 days ago.
The problem was caused by Landscape. I deleted Landscape’s material and assigned a new clean material and the problem (FPS problem) was solved.

The “Landscape Physcal Materials…” problem still persists, but I’m guessing it’s just an text.

Additional note: In 5.2, the FPS is the same whether you enlarge or shrink the Viewport. If it is 5.0.3 you will see high FPS in Viewport because the screen is small. When you enlarge the screen, you encounter the real reality. This was a mistake for me.

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