UE5 for M1 Apple Silicon

I’m using the 16" 2021 M1 Pro with 10CPU/16GPU

To be honest, I think there’s something up with the Preview stage of the engine, because I’m getting slightly less FPS compared to the Source version that I was using previously. Something like 10-15 FPS less, but it’s still not that bad.

By disabling Lumen, Generate Mesh Distance Fields, Virtual Shadow Maps, Lowering AA to FXAA and pushing Engine Scalability Settings down a bit, I’m getting around 100+ FPS in the default maps. You can also change the Viewport Resolution to Based on Display Resolution to squeeze out a bit more FPS.

What I would suggest you, if you are getting low FPS even with all those settings listed above is to change the Render Preview to IOS_Shader Model, that tends to boost the FPS significantly, also even though the engine is running natively, I’m still not sure if it is taking advantage of the Metal API, if someone has any information regarding that it would be really appreciated.

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Can you guys test if the Niagara Fluid simulation addon works, and the particle advection (and other maybe?) template runs?
Asking for a friend ofc.
Thanks in advance.

Thanks for your suggestions! It’s strange that the preview is that much lower in performance than the source version. I would have thought it would be higher.

From your suggestions, it would appear that TSR is hands down the biggest performance killer. With my AA model set to TSR, I can’t get any better than a 25 ms/39 FPS render–even with engine scalability as low as possible. These were the results for other options:

  • TAA is a massive leap to 13 ms / 75 FPS.
  • FXAA and MSAA both take it to about 10.2 ms - 9.5 ms / 98 - 103 FPS depending on whether or not the volumetric clouds are in frame.
  • Changing viewport resolution had no apparent effect, and scalability was surprisingly less of a hit with the different AA models (difference between high and epic is negligible).

With how big of a difference I’m observing in the change to FXAA, I’m curious about re-enabling Mesh Distance Fields and Lumen to see how big of a hit it has by comparison. I’ll have to do that later. I’m also wondering the same thing as you regarding the Metal API; it would be great to see a software engineer weigh in on this.

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From my experience, I have never make it work, at least compiling the UE5 source 5 more times on Mac M1 Ventura with both (5.1.0 and 5.1.1).
At the beginning, I think that is the XCode problem. (It seems XCode 13 compiles fine). But XCode 14 doesn’t work.
Then I tried both 5.1.0 and 5.1.1 with XCode 14. It can be compiled. But the compiled version suddenly stopped when running the default 3rd person template. And after removing and re-create the project, I still can not get it to work.
It sounds like UE has a compatible problem when compiling/running on MacOS Ventura.
(I haven’t tried MacOS Monterey, but the posts in the forum, seems works fine with 5.0 or 5.1)

Is the lack of Nanite support for AS more likely a Metal API shortcoming, or also a hardware issue?

seems to be hardware related as well, the atomics support thing

I don´t know if its truely a hardware issue, but thats also not my matter.
Here´s another chat going on with some potential proof, that 64-Bit atomics might be supported in general.

Still i assume an epic engineer might know better how to support nanite and what is missing on hardware level.

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@Yarco_Wang I am running Ventura 13.0.1, and XCode 14.1 (specificaly Version 14.1 (14B47b)). Hopefully this helps, as I didn’t seem to have any problems (aside from ~150gb+ ready disk space) in terms of building the editor and building Mac binaries from there.

Erm… Don’t know. I’m using Ventura 13.2.1 .

5.2 preview finally installs as native apple silicon from the launcher with a huge boost in performance for me. Looks like they finally got their ■■■■ together. Bravo.

But from the sound of it compiling from source is still a nightmare on mac. Which is why the native launcher version is so needed in the first place. This is unfortunate, since some of the plugins i am using require me to manually recompile from source which will just break my project. Huge step in the right direction though, maybe this spells good things for the future of mac gaming? At any rate, no more being stuck on low graphics in the viewport preview!!

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Man! for years this Xcode indexing problem has been a PIA, but this one seems at least not to eat up all RAM and the actual indexing process get unstuck.

Thanx Bro!

So now that 5.2 brings native AS support, what’s your performances improvement so far?

Also anyone one with a M2 how doesn’t it compare to the M1 for UE5?

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Hey I am very new to the whole programming, ue5, c++ game… :wink: I struggle to set VSCode up for UE 5.2.1. When compiling from VSCode the project is not able to open anymore, instead I get message: Missing MyProject Modules The following modules are missing or built with a different engine version. When I try to rebuild it does not work. Did i set up VSCode wrong? I am on Ventura 13.4, have MacBook Pro m1, Xcode Version 14.3.1 (14E300c), UE 5.2.1. and installed clang version 14.0.3.

I would not waste time with VSCode. VS2022 Community has working support. Stick with recommended setup.

I mean they possibly fund ue. Not support by software.

Anyone else having serious performance degredation in 5.2.1? I haven’t tried 5.3.0 yet, but 5.2.1 tanked my fps from 120 to 30 and there’s nothing I can do to fix it–even dropping screenpercentage to 1 only gets me to 88 fps.