Hi everyone,
I’m currently working on a mid-sized open-world environment using Unreal Engine 5, mainly focusing on third-person gameplay. I’ve been loving how powerful Nanite and Lumen are, but as my scene gets more detailed, I’ve started noticing performance drops—especially when moving quickly through different areas.
Here’s a quick summary of what I’ve done so far:
- Using Nanite for most static meshes
- Lumen is enabled (software ray tracing)
- Landscape is broken into components + using HLODs
- Using World Partition
- Culled far-distance foliage using procedural volumes
Despite this, my frame rate still dips below 45fps on mid-range machines. I’m wondering:
- How do you usually balance high visual fidelity with performance?
- Are there any recommended practices for streaming assets efficiently in large open worlds?
- Does anyone have experience tweaking World Partition loading settings or LOD biasing that helped significantly?
Also, if anyone’s used Blueprints vs. C++ for optimizing actor behavior (especially AI or triggers in large maps), I’d love to hear your thoughts. I’m mostly Blueprint-focused but willing to dive deeper into C++ if it helps.
Would appreciate any insights or resources you could share!
Thanks in advance