Hi all, I have recently moved a project from Unreal Engine 4 to Unreal Engine 5 (5.4), and after upgrading, we have seen pretty significant performance drops. I’m not sure if it is a factor, but the project is quite old. It was originally started in 4.19 and has been updated over the years through the different versions of Unreal Engine 4. It was on 4.27 in August 2023 when we decided to upgrade to 5.2, and then, to catch the recent improvements to the Open XR plugin, we took it into 5.4.
When packaging, we have noticed a pretty significant performance drop. In most levels, this drop is typically about 2-4 ms, but it has been as much as 15 ms in some levels when compared to our last build from UE4. With a target of 11ms a frame, these additional milliseconds are consistently preventing us from hitting our performance goals. We have tried a wide variety of different things to improve the performance, but we have not been able to meet our targets on all levels. It seems like in order for things to run properly we have to put the player in a nearly empty level.
The improvements that we have tried include but are not limited to the following:
- Taking all steps recommended by the VR best practices guide
- Removing Virtual Shadow Maps
- Disabling Virtual Textures
- Disabling Nanite
- Disabling Lumen
- Turning off many lighting features, such as CSM shadows
- Converting all duplicated Static Mesh Actors to Hierarchical Instanced Static Meshes
I would love to hear if anyone has been experiencing anything similar and if anyone has any additional recommendations for improving VR performance.