UNREAL 4.23 has slower FPS than UE 4.22, why?

Hi, my project had 35 to 45fps, today i converted my Project from UE4.22 to UE4.23, and now i have 16 to 18 fps… why?

I did nothing, simply converted my Project as i always did in the past, is there a new setting added to UE4.23 that i should disable? there is no more info i can give, since i only converted my Project, this never happened before…

Also painted foliage relocated to off locations and Load Stream Level takes 5 seconds in UE 4.23, took 1 in UE4.22, OMG! I´m gonna have to move back to 4.22.

Please help! It´s a chaos…LOL

Every next version of unreal engine gets more bloated, so if you started project and there are no new features you must have, stick with engine version you started.
In your case i think they upgraded something in shaders or lighting.

I know, but i wanted to use the new features, chaos for instance, but the cost of almost 20 fps is too much, the Project even freezes some times, i think Unreal Dev team should aslo work on Framerate as they add new stuff, because if the future of games is gonna be as complex or demanding for graphic cards… the focus of their efforts should be optimization, if not, adding new features is useless, for example: Autodesk Maya understood this and stoped adding new features since 2018 to focus on bugs and chache animation timeline to improve speed, because ultimately, speed and fps are crucial for any Project.

first time i have to downgrade a version to keep my fps. I already set my building light to preview… to enhance performance, but it only improved for a couple of fps, didn´t do much, also set materials to low, but its still 19 to 20 fps, a hudge difference from my original 45.

Fps is very broad unit of measure for your performance and means almost nothing to anyone. It also depends on your hardware, driver version. Also keeping engine open drops your fps while you try your game. You should learn how to measure what is really takes more time in newer version to solve this issue. Also keeping your lighting preview means light baking quality (and only decreases baking time), not your runtime performance.

Tech Art Aid channel on youtube has couple of videos on this topics. Here is my advice, instead of comparing engine versions performance, measure your performance on all topics and try to research about them. You shouldn’t take old engine version as reference, you should always try to measure everything and research why it takes so much time. Both for cpu and gpu. Maybe the problem is cpu and your ai, maybe it’s gpu, or culling problems. Or maybe upgrading your project breaks your lod references (i had this once, but i measured everything and realized lods don’t work). But if you don’t analyze your frames correctly, you will never know about the real issues. Also you should do it from time to time, so you can know what you can optimize in your game.

Performance changes comes from your content and how engine behaves to those assets. Engine behaviour can change from version to version, but also engine gives you a lot of tools to measue and debug your content, and how to change your content to new behaviour to get best performance.

Here is the link for Tech Art Aid youtube channel:…Q5p2mGg/videos

Start from watching Measuring Performance, GPU pipeline & bottlenecks, builtin profile and complete gpu stats guide and don’t forget to have fun. :slight_smile: