I haven’t pinpointed what caused this, but we used to be able to run our project Mercenaries really well on a 2-year old PC, on Low settings.
Today I opened the project with a new state-of-the-art brand new PC, and it froze multiple times without anything loading, on High settings. This shows that something is causing this issue since this didn’t happen even with my old PC a couple of months back.
DxDiag.txt (110.6 KB)
Also as shown on video 2 (onedrive link), I have closed tabs that are known to cause perf issues, like snapshot history or verse explorer, and it still happens.
It might to be compiling shaders while loading objects (not sure if uefn uses streaming for levels). Notice that once you loaded up the whole level (and all shaders were present), the stutter seemed to go away.
Compiling shaders was not happening during both clips, I did some observations while that happened too but it wasnt that
Nothing was loading during those clips, at least from any notification or side panel.
World streaming is enabled for the game, but UEFN seems to not do it within the editor.
Try maybe pulling up the task manager and sort by cpu usage. I’m guessing the cpu might be the bottleneck in this case. Check if during the pauses some other process might be eating up resources.
Perhaps a windows update is silently downloading and unpacking, or a virus scan might be processing in the background. (make sure to add UEFN to realtime scan exceptions on windows defender and any other malware / virus scanner)
If anything is cutting into your resources then try to either lower it’s priority / kill the process if it not critical or set uefn’s priority to a higher value.
I have constant cpu use above 20% on my laptop and that’s when uefn editor is minimized, it’s even worse when working in it, fans spinning all the time that’s not the case with unreal editor and here I can’t even disable realitme viewport
yea but this is cpu use. oddly enough after launching it on integrated graphics I can now disable realtime viewport but check the cpu use, when minimized it falls down to 25% but still wth
It’s a heavy engine. Unreal & UEFN use multi-threading throught the engine so many cores will be working in parallel causing heat buildup. This causes the fans to spin faster to expel the heat.
Not much can be done unfortunately. Best bet would be to buy a high end gaming laptop that has better airflow.
If your laptop is a couple of years old you could consider replacing the thermal paste if your cpu gets hotter than normal during prolonged use.
I see that you are at 80% memory usage with only 3GB used for UE. How much memory does your system have in total? I think you are running out of memory and when that happens the system starts paging and that is where the slowdown comes from. People usually say that for the editor you need like 32GB ram to be able to run it comfortable as it uses a lot of more ram than the game itself.
16 gigs and that’s not the cause for cpu use here, in unreal if all the memory is used up it just crashes since gpu is sharing ram with cpu. UE5 idling on non-empty map is using few percent while uefn is at 50% on empty map. This doesn’t happen on my stationary pc and I suspect it doesn’t happen very frequently on other people laptops or complains would be all over this forum. it’s a msi gl75 9sc gaming laptop, no slow downs, just getting hot for no good reason.
While shaders are building (full CPU use, this is when the PC fans explode situation should happen). As expected, its using all CPU and my memory is on 65% which is ok. Using viewport like this would lag, and you can’t move. In an ideal world this shouldn’t happen but its ok because shaders are only built per update per scalability so this is rare and I can wait it out.
Here is where the problem lies though. This below is UEFN with viewport frozen and I cant move. Nothing is loading, no popups, no notifications, just have to wait this out. Not sure what this is doing, but not only its NOT using all resources (like the above), it doesn’t inform me either so I am thinking that my PC is at fault (which is not, I just bought a new one to test this specific thing).
This was last update, so maybe this has already been improved, but this didn’t use to happen before and its either our project complexity stumbled on an issue seen at scaled project, or an update introduced it.
I haven’t tested at scale yet, so far I ve only seen this issue with a project that uses Verse heavily