UE4's bad performance

Whats the deal with this? For example, 3 recent UE4 games: ARK, Squad and hatred all run terrible on low-mid end pcs while even good rigs cant get framerates they should be getting. Can anyone mention some UE4 games that have good performance? It might just be the games/developers itself, but even in the editor with relatively empty scenes the framerates are bad. So far every ue4 game I have played runs bad, I have a very good pc and usually get 50-60 fps but even that is low, just look how a ton of ark streamers use potato settings.

It seems as if UE4 scales very badly in terms of performance so there is little difference when using lowest graphic settings and highest. Even the UE4 demos run terrible. (4.10 engine version)

There hasnt been enough UE4 games released to tell for sure but you can notice a trend.

What is EPICs stance on this?

well I cant say for sure but I would say its partly because of the game developers and partly the engine, UE4 was built for what people still call “next gen”(even though its been current gen for ages) so its not going to run well on low end PC’s but they are working on it and the games like ARK can be(and probably need to be) optimized a lot more.

What are your specs then? My PC is about 4 years old, with a two year old video card added later on. I get okish ~35fps when playing ARK in mostly high and some very high settings, which I guess is to be expected with a four year old CPU. On the other hand, a scene in a game I am working on, that has a good amount of foliage, terrain and other rural props runs at above 100fps most of the time still.

I have a 980 coupled with an i7, i get 100+ fps in plenty of AAA games on the highest settings so thats not the issue. I am aware of ARKs performance being improved, I tried it one time when the game came out and the game run atrocious with 30 fps on medium settings or something… tried it recently again and it definitely got improved already, now i have around 50-60 which is ok but still bad.

My biggest worry is people with mid range PCs not being able to get 60 fps even on medium-low settings, while they get 60 in plenty of other games that look just as good.

I was expecting performance to improve on lower end systems more than it has. I think it really comes down to the shaders. I have tested some scenes on a low end system that max out at 120 fps unlit, but drop to less than 30 when shaded (750 ti in this case). Maybe we need some sort of “fast shader”, meant to be used for low end systems.

Outlast ran pretty well, on consoles too.

I think with ARK a large part of it is the developers not optimizing it enough, but I think UE4 does have an issue where it’s difficult to find all of the settings you can adjust to improve performance, they’re in too many places.

I have to agree with this - there is something goofy going on with performance in UE4, and as noted with materials in particular. I just can’t squeeze out the framerates I’d expect in basically-empty scenes, and even with decent-ish hardware (i7 2600k, 780 Ti SC).

According to the roadmap there has been an extensive optimization pass done on the renderer for 4.11 and 4.12, so hopefully we see some improvement in this area.

well I hope it’s not long until we get to a released 4.12 then.

i think its related to ue4 being not optimized for open world games out of the box. but in many games developers did optimize for their own games. squad was quite un-optimized when it first got released on steam, but first week patch fixed some of the issues and game became more playable for medium config PCs with ‘okay’ frame rate. ark maps are way bigger than squad map so it has many more issues. when squad and ark will get full released i believe they will be fairly optimized.

Outlast was on UE3 as far as Im aware.

UE4 is quie resource hungry, no doubt. But that was the case with version 4.0 and will still be the case with 4.99
As it was said before, Ark is really overboarding with asset data. Even the Kite demo looks “lean” compared to it.

But I wouldnt associate UE4 with bad performance.

When I think of bad performance, rather this comes to my mind :slight_smile:

https://www.youtube.com/watch?v=dsUXAEzaC3Q

Just updated my project to 4.11 from 4.10.2 to test it, and am seeing a great performance boost of around 30 fps in some render intensive areas. This is on a 970 gtx, not sure how much lower end hardware performance has improved yet.

If you want a better example of performance, look at Fortnite, UT, and Paragon, all of them run really well, especially for how good they look.

This new UT runs like trash performance wise, while Doom runs above 60fps even in heavy combat areas, with opengl and its excelent graphics and effects (not even considering vulkan as it would run even better) with all on max except shadows which are on medium.

UT in comparison has shadows on low and the rest of the options on highest and some options 1 step below highest runs horribly bad even in tiny maps like underland, were talking about 45fps here and sometimes even sub 30! and this is at 1080p without AA at all.

My specs:
AMD Asus HD7970 DIRECT CU2
Intel Core i7 3820
Corsair Vengeance 1866mhz 16GB
Gigabyte X79-UD3.

At 1080p this rig runs any game on highest with AA off above 60fps with some small exceptions like crysis 3, so again, there is really something wrong with the UE4 performance as the graphics do not justify such a large performance impact.

Yeah, I have to agree with Legendary_Agent. These games suffer from inconsistent framerate, input latency, and a slew of other problems. Just tested fortnite battle royale a couple days ago, the input latency is just downright bad. If you’re going to use UE4 to develop a game, do not make any games that have a high emphasis on framerate and mouse aiming, otherwise expect your audience to crank graphics all the way to lowest. See: PlayerUnknown’s Battlegrounds.

UE4 is going to need more than an “optimization pass”, it needs an optimization overhaul.

And yes, I do agree with having a more simplistic shader preset option available. Wouldn’t it be nice to get 50% framerate boost by having slightly crappier looking, and less mathematically intensive shaders, with no additional work for the developers? This could be a simple checkbox in game. Yes, it’s nice being able to use “quality switches” in your materials, but it would be nice if something like this was done automatically, behind the scenes, without any additional work from the developers.

Specs: GTX Titan X, 64GB Ram, Core i7 6700K

??
Played Paragon, UT and Fortnite and haven’t noticed any of that, perfectly smooth framerate without any input latency.
PUBG is a clear example of how not to make your game…

Specs: GTX 1080, 32Gb Ram, i7 6700k

Ah, because it doesn’t happen to you, it never happens to anyone… got it.

Very very vague. Need more detail and specifics as to how you would do it better than the pubg developers.

It doesn’t happen to anyone I know…
What exactly are you trying to say…? Look at how they are handling movement replication, it is a combination of server and client authority. Some building don’t load in time for my friend and he can walk through them and the server doesn’t do anything about it…

You can’t blame ue4 for laggy games and input latency.

I run UE4 games on the following PC.

CPU: i7 970 3.2 Ghz (6 cores)
GPU: AMD R9 290x (4Gb VRAM)
RAM: 12Gb

Whenever I run a game powered by Unreal Engine 4, the visual are crap because of the lack of decent anti-aliasing solution and on top of the the in-game performance isn’t great. The game performance often runs between 80-110 fps at the lowest settings. When many other game look better, look sharper and run better. Especially when DOOM 2016 runs at 100+ fps at ULTRA with the Vulkan API. Games like LawBreakers or the new Unreal Tournament really aren’t impressive.

The worst part is the input lag I get whenever I play those UE4 games. As soon as I increase texture resolution, post processes, effects or reflections I’ll start to get input lag.
Something is wrong with UE4 + AMD GPUs. Or just with UE4, period.