I finally managed to migrate to UE5 (4 years in-the-works project) with the least amount of issues, but an overall decrease in FPS is unbearable and I’m searching for a way to fix it. We are talking about 50 frames lost most of the time when inside UE5.
I ran the profiler and… What exactly do I make of this? I checked the game thread and all seems mostly similar to UE4’s results.
This is with all the same project settings as within UE4, both imported and manually checked as well.
My hardware:
Intel i7-11700K 3.6GHz
32 GB RAM
RTX 2060 Super - 8GB
I bought both the CPU and GPU within the last year of time.
Opening these up shows CPU stalls
Which I fixed last time by literally buying a new CPU…
Edit:
Clarification, at first I thought I had lumen turned on, but that isn’t the case, I carefully imported all my UE4 project settings into UE5 and made sure of it by manually checking through them.
Things like reflections, global illumination, shadow maps, etc are all tuned to how they were in UE4.
I should have stated that already, but I have already done all that, and still am facing this issue.
I only have nanite turned on for some objects, but turning it off again for them resulted in
Turning off nanite shouldn’t even be a solution of any kind since many of us are moving to UE5 in order to use it in the first place.
I changed all my project settings by exporting them from UE4 and importing them to UE5 and manually checked all of them in order to make sure things like lumen are off by default.
Sorry, I don’t have any illuminating information there. I think UE5 is going to be pretty unstable for at least 6 months, while they sort this sort of thing out.
On the bright side, you do have a very mainstream GPU, I think these hitches will get ironed out fairly rapidly.
I do have a positive look towards that because UE5 was completely bugged out for me in early access, and is now a lot more stable.
But after 2 straight days of solving issues, this is the only thing keeping me from working on the project smoothly, thus I just need to understand if the issue boils down to the engine needing more updates, or something that I can fix just needing to know where to look.
I really am mostly guessing here, but FAssetData gather is related to the content browser / asset loading, and you are saying you had to port your assets manually.
That differs based on where I click on the timeline of the profiler, sometimes it’s this, sometimes it’s that. But the CPU stalls are what is in common with all of them which last year I learned required a literal CPU upgrade, which is why it makes no sense it is happening now.
Nonetheless, as I said previously, I did both the automatic migration and manual migration which resulted the same in terms of FPS, but auto migration included heavy stuttering which I fixed through manual migration.
Thank you for trying to help nonetheless.
If it comes down to luck, then I’m better off migrating in the future. Hope it doesn’t take too long for UE5 to resolve this, in case the problem is the engine in the first place.
FPS drops are EVERYWHERE. I am comparing the maps available in Content Examples project:
I get 60 FPS on all UE4 maps, I never ever had to change anything in performance, everything maxed out.
In UE5 some maps go down up to 30 FPS, sometimes even less, and we are talking about very simple maps.
I have tried disabling everything new…
If you want to match the performance of UE4 in UE5 you’ll need to change a couple of settings to rollback the new (and more costly) rendering techniques. Under Project Settings → Rendering change the following: Dynamic Global Illumination Method: None (instead of Lumen) Reflection Method: Screen Space (instead of Lumen) Shadow Map Method: Shadow Maps (instead of Virtual Shadow Maps (Beta)) Temporal Upsampling: Temporary Off Super Resolution: Off Under [/Script/Engine.RendererSettings] in Def…
but no significant change. The worst is the physical animations map, despite being exactly the same I get aprox 25 FPS in UE5.
Yeah, I gave up. Spent 3 entire days just solely trying to make UE5 work for my project and I finally say that’s enough. I’ll wait for a patch and meanwhile work in UE4.
Developers should be focused on unleashing their creativity, not be stuck for days figuring out how to make something work that should absolutely work without question in the first place with a few to no adjustments needed.
Yeah same story for me, been having a terrible framerate while UE4 runs smoothly. And I also been having the d3d device removed error and couldn’t find the cause yet, but anyway I’m gonna stick to UE4 for now too, until they fix all this framerate mess.
By the way I’m using a laptop with an i7-11800H, RTX 3060, and 16gb RAM so I don’t think my hardware is the problem at all.
No, I have no physics simulations running anywhere. Particularly because of the simplicity of my game I know that there is nothing that should be bothering unreal. But it does nonetheless, this is why I believe it comes down to it just not working for many migrated projects at least. Updates will resolve this at some point.
Yeah, your specs should be more than enough. It obviously depends on the project, but if it worked in UE4, there is no excuse for it to not work in UE5, so let’s just wait for updates.
It seems they significantly fixed the slowness with the latest Unreal Engine 5.2 compared to 5.1. Previously the slowness put me off, so I was contemplating going back to version 4.x as well. On my low end laptop(Win10, 16GB, NVidia GTX 960M) , FPS was around 20-30 under version 5.1 even after turning off many of the new features(Lumen, Virtual Shadow Maps, etc) . In version 5.2, the editor runs at 60 FPS, and compiled game runs at 70 FPS. I am using the 3rd person shooter template, unmodified at Medium scalability setting with the new features turned off. I haven’t tried a mobile version in 5.2, but in version 5.1, it ran at 120 FPS.
So at least I can now enjoy the easier to develop features in 5.x. Thanks Epic team!