UE 5.1 Performance regressions

UE5 needs to address the serious performance issues, I’ve been rebuilding my project from 5.2 to use UE4.27, because UE4 runs twice faster than UE5 without Lumen

UE5 Chaos vs UE4 PhysX on the demo map of Drivable Cars Advanced:
Tested on RTX 3050 4GB VRAM with 4k resulution on second monitor
UE5: about 10fps vs UE4: about 30fps


Test result for maps using large amount of construction script:
UE5: less than 1fps vs UE4: about 15fps
Tested on RTX 3050 4GB VRAM with 4k resulution on second monitor, 4GB VRAM was just enough for the same map on UE4, but was more than 4GB over budget on UE5



I couldn’t rebuild 5.2 project to UE4 due to too many new nodes used, I’m stuck with UE5 and the left option is to convert to C++ project

I forget some even more important tweaks for UE5.2.1:
Anti-Aliasing Method: None / Temporal Super → Temporal AA
Generate Mesh Distance Fields: Enabled → Disabled (Must be disabled for 50% more performance if not using Lumen)
Nanite: Enabled → Disabled (Also change redering model from SM6 to SM5 for both DX12 DX11 Vucan, from “Platforms / Windows”)
After the above optimization and other options the UE5 project has 3/4 the performance of the UE4 version