UE5.2 Framerate - Why UE5.2 top framerate is 94FPS on an empty scene and RTX 3070? impossible to make a game.

  • In UE5.0, I was never able to get stable FPS, but with great effort I was able to reach 60FPS spiking to 90FPS for an empty scene (probably 35FPS for scenes with assets… so honeslty I never updated any project at all), but by turning ON Nanite for 1 asset, it would drop the FPS to 60 in a second.

  • In UE5.1 I was able to get 80FPS, spiking to100 FPS by turning off almost everything… (wich is basically turning UE5 into UE4), but the engine is so buggy that I can’t even do 1 cinematic in the sequencer, the sequencer is pretty broken, mostly in-game…and many developers I know they’re still using it, with low 45FPS for scenes full of resources, but… screen recording from the cinematic viewport… impossible to export to movie in most cases and strugglyng with stuff like Niagara particles not triggering on time, meshes moving the wrong way… the sequencer is broken, and there are a lot of buttons that just checking them will crash the engine, so… enough reasons not to try, only ofr screen recordings and render pictures, and in order to make the screen recordings (real companies that I know)… they edit those recordings on other software like Premiere pro.

  • In 5.2, in fact, I get the best FPS for UE5 BUT… it tops 90FPS, spiking to 120FPS for an empty optimized scene, the growth is almost nothing from UE5.1, just crazy… imagine adding then, so many assets for a video game production, it will be impossible for consoles like Nintendo Switch requiring a minimum of 60FPS, and to achieve that, games have to run at least 140FPS on PC, wich is already bad.

  • So far that I’ve tested and developed projects with, UE4.26 it’s the most stable Unreal Engine version to date (UE4.27 already included UE5 buggs), in UE4.26 I get amazing FPS, almost no crashes, perfect sequencer cinematics, no in-game issues and honestly LODs actually give me better performance on UE5 than by using Nanite… LOL, and not every game needs ultra realistic lights…, but I think we all want to move forward, and quite simply can’t, FPS in UE5 is too bad and it’s so anoying that after more than a year, the Dev team is still adding more and more stuff to impress people in live events… making the engine so unstable, instead of first, fixing the low FPS to have a grounded cool engine for latter adding the “new features”.

Now days, If you search on youtube, there are houndreds of videos from people just trying to fix UE5 low framerate and sharing methods to improved it… it is no longer a question of what to do, but… how to fix, wich is really bad.

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