Switching from DirectX 12 to DirectX 11 fixes the issue, but then Nanite is disabled. Changing r.streaming.poolsize does nothing.
Even though the 1060 isn’t a high end card, it would be very dumb if 3GB of VRAM wasn’t enough to load 2 chairs and a table.
Does nanite really only work with high end cards, or is this a bug?
Same. I have a 1050 ti with 4GB of RAM and it’s saying the same thing. I thought the whole “Nanite” thing was suppose to reduce the costs by figuring out polygon count and adjusting accordingly.
I had to switch to DX11 (and lose nanite support) just to be able to create some games for now. I don’t want to have to go back to 4.27 because I’ve learned how to use UE5 more then UE4.
Same, with a GeForce RTX 3080.
I open a blank project and it says the editor has about ~30 fps, ~3,600 mb memory, and ~33,000 objects.
It runs like garbage in PIE and standalone if i look at the floor, but it runs smooth when I look up into the sky, so it must have something to do with the rendering.
It wasn’t doing this the whole time, I have been happily working on a small project and it has been fine, this issue has sprung up without me updating any engine/OS/drivers.
I’ve tried turning off lumen for Reflections and Dynamic Global Illumination and weirdly is started running even slower…