UE5.4 rendering a large Paper2D sprite slows down game

I have my 1920x1080 game using Paper2D running at 120 FPS (shipping build), but after around 5 mins or so it slows down to around 90-105 FPS and never recovers

If I restart the game, then it again starts at 120 FPS, before dipping

I believe it is large background sprite I have, that is using a texture 1920x1462 in size

If I set scale of this actor to 0.5, so it occupies half the screen, then the game runs happily at 120 FPS

I have turned off collision on the sprite component, so it can’t be that

My PC only has 3GB dedicated VRAM, so could this be filling up?

Hey there @Manjinder70! Unreal Engine itself uses/reserves between 1.5 and 2.5gb of VRAM when idling a simpler scene depending on how low the scalability and other settings are set, so it’s entirely possible that you are scraping upper limits of your VRAM. I’d recommend checking your VRAM utilization to verify that you’re getting closer to your limits.

You can also run the command Stat GPU in engine to see what’s using the most before going on to full profiling.

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Well, after a very long shader rebuild, the issue seems to have gone away?

So far my PC is coping and game is running fine at 120 FPS!