5.4 performance upgrade my black ā ā ā , they have no shame in advertising such fallacies.
I lost like 25-30% FPS by just upgrading from 5.3.2 to 5.4.
But somehow itās not a surprise, the engine has been consistently performing worse and worse since 5.0 release. At this point and after 7 years Iām considering to ditch UE.
@kilichamza77 you could try to disable Lumen and Virtual Shadow Maps, those are usually the main offenders.
I have a similar problem.
After starting the 5.4 engine, everything works fine, but after 10-15 minutes it starts to freeze a lot. FPS jumps from 120 to 10. It is impossible to work. Help please.
Iāve the same issue, although for me starts from the minute I load a project and is not FPS drop, but freeze, it runs smoothly for 1 second and then it freezes for 1 second and this goes on an on even if I create a new basic project from UE5.4 templates or I load and convert a project from UE5.3.2.
This freeze lag is everywhere no only in the render window, but even while scrolling āproject settingā, plugins, outliner, details, etcā¦
In UE 5.3.2 my project run smoothly, but in UE5.4 is literally impossible to work.
In my experience Lumen was never production ready, at least not without some extreme fine tuning and optimization. In 5.3 was already bad, now itās just worse.
Iāve found out that there is a huge difference now at all point lights. Itās even affecting the scene at places where it should not affect it. If I turn off all lights I get the same FPS like I got with UE5.3. I can increase performance in 5.4 a bit if I tinker with the āMax Draw Distanceā but this changes the behaviour of the rendering of course. Iām not sure if there is again some weird default setting thatās complete different now or if itās bugged.
Same problem with 5.4 taking ages to load empty scene, had to ramp up Lumen settings to fix shadow issues for rendering sequence (rendering does seem faster).
Iāve fixed my performance issues with Virtual Shadow Maps. Iām using Lumen. Switching from UE 5.3.2 to 5.4 caused all my movable lights (and dynamic shadows: enabled) to dramatically reduce the performance.
Critical spot in my map with movable lights and enabled dynamic shadows:
Shadow Map Method: Shadow Maps ā UE 5.4 30FPS / UE 5.3 70FPS
Shadow Map Method: Virtual Shadow Maps ā UE 5.4 70FPS / UE 5.3 70FPS
Iām sorry to hear about the performance issues youāre experiencing after upgrading to Unreal Engine 5.4. It sounds frustrating, especially given the effort youāve put into your project. Letās see if we can help you get those frame rates back up.
Firstly, itās essential to have version control in place to safeguard your work and make transitions between engine versions smoother. I recommend setting up Git, even if itās just locally on your machine. This can help you track changes and easily revert to a previous state if needed. Hereās a quick guide to get you started:
Initialize your repository and commit changes regularly, especially before upgrading the engine.
Now, regarding optimization, since you havenāt specified the details of your project (e.g., game type, use of world partition, etc.), Iāll provide some general advice that might help:
Check your project settings against those in the Lyra Starter Game, which is optimized for the latest Unreal Engine versions. You can find useful configuration files like DefaultEngine.ini, DefaultDeviceProfiles.ini, and DefaultScalability.ini there. https://www.unrealengine.com/marketplace/en-US/product/lyra This is a gold mine of knowledge and learning.
Enable features like Mesh Streaming, Texture Streaming, and Skeletal Mesh LOD Streaming.
If your project is texture-heavy, consider using Virtual Textures, but be cautious with skeletal meshes to avoid rendering artifacts.
Implement LODs for all assets and assign them to appropriate LOD Groups.
Optimize texture usage by ensuring they are all power of two and assigning them to the right TextureGroups.
Reduce the complexity of your scenes by segmenting characters and optimizing shadow casting settings for non-essential elements.
Use Unrealās Hierarchical Instanced Static Mesh (HISM) to manage and optimize large numbers of similar objects efficiently.
Itās also worth checking if any new features or default settings in UE 5.4 could be affecting performance, such as the PSO cache issue. Turning off unnecessary settings might alleviate some of the performance drops.
I hope these suggestions help you start diagnosing and improving your projectās performance. If you can provide more details about your specific setup and content, I could give more targeted advice. Good luck, and donāt hesitate to reach out if you have more questions!
After porting the project, manually fixing bugs in the engine code ( UE 5.4 compile error Catch2 - #6 by mmssda )
Struggling to port all my pluginsā¦
Going back to 5.3 unless something decent will come out from 5.4. Itās unusable. Extreme performance drop. And this will be the future? if 5.4.1 wonāt be decent, Iāll get stuck on 5.4 forever and start looking for an alternative.
Default everything:
4060 Ti 16GB on 1920x1080: 30-63 FPS in a map that looks like you could easily play it 20 years ago on a GeForce 1.
Most of us thought 5.4 would give automatically improved performance. But you have to trial&error now to get at least the same performance than previously instead creating games. We all know that refacturing could cause issues. But I hope this gets recognized as a: No.
Virtual shadow maps still gives me worse performance at my scene.
Iāve Nanite enabled. Iām not rendering any nanite meshes at that spotā¦ yet it ruins the performance. Using:
ShadowMaps
r.shadow.nanite 0
ā¦significant improves performance (and the scene looks identical as there where no nanite visible). But Iām pretty sure it would look worse if I choose to get some nanite meshes in place somewhere. It feels a bit like getting a mess combining default-meshes with nanite. Even if you are using it rare and leave it enabled for compatibilty reasons (e.g. if you buy some nanite stuff from market place), it has a huge impact in 5.4.1 to enable it.
Similar Sad songs here. Have a Basic Game Jam game weve been updating for 4 months and we transferred to 5.4 and the Skylight and Directional Light look Horrible and I can either have it super bright or non existant. My glass reflections are butchured and the level just kind of jitters and pops now. And Sadly I gotta agree performance is worse.*
Same problem here. I started a project in 5.3.2 and get about 70 fps on epic settings. After migrating to 5.4 I only get 15-20 fps.
If there are major changes on how the specific systems work (nanite, lumen, shadow maps, etc.) and we have to adapt our project settings, then we need an upgrade guide. How should anybody know whatās going on otherwise? So for now 5.4 is unusable for me, and Iāll stick to 5.3.2.
Hello , been using all the lastest features , nanites , lumen , reflection. My project has improved performance with 5.4.0 a lot . Just using a simple rolling ball , lots of chaos destruction, run wells in editor , loading time are faster . Very happy . Itās a very simple project . Ah tessellations crash but itās experimental features so . Good luck to all
Ryzen 5600x
7900 XT
32ram
Yeah, itās the same on my machine, I have never seen it lagging so bad. Just started a new 3d person project, itās almost like thereās a memory leak somewhere? Just gets worse overtime. Not switching my main project from 5.3 until the performance improves. No problems with previous versions (mostly, been using 5.1 and 5.3).