UNREAL ENGINE 5.4 EXTREMELY BAD PERFORMANCE

So… real scene. Again, started with the third person template, this time I turned on Raytracing for Lumen + Hit Lighting for Reflections and HQ Translucent Reflections. I also enabled Virtual Texturing since this level used an RVT for the landscape material. Otherwise all settings are default.

Some things I did to make it better reflect a real modern UE project:

  • Everything that can use Nanite is set to use it (shadow method is set to VSM)
  • Set trees, boulders, and other larger foliage meshes to affect distance field lighting.
  • Grass and small vegetation are set to use contact shadows.
  • All meshes have a WPO disable distance (75 meters for trees, 50 meters for smaller foliage)
  • Unplugged PDO in the foliage materials (as this tanks Nanite perf)
  • Minor aesthetic changes (deleted their post process volume and made my own with increased saturation and local exposure, used Unreal’s built-in SkyAtmosphere instead of their included sky system)

As I recall this level is over 1 km^2, and it’s primarily foliage.

Final note: Nanite landscapes were apparently bugged in 5.1 with materials sampling RVT, which caused it to render with a glitched material. Didn’t bother trying to narrow down the issue, as I doubt it impacted performance, I only mention it in case you’re wondering why it looks messed up compared to later versions.

All measurements done in standalone process.

Results:




Conclusions…

  • Every version offered some performance gain until 5.5p, Nanite/VSM performance in particular seems to have steadily improved.
  • Can’t find any performance regressions between versions… :person_shrugging:

Performance could be better, but that is mostly because this scene was never optimized for Nanite, all the foliage is using low poly masked cards. I only did the bare minimum to get it working correctly.

Anyway… hopefully someone found this useful.

System specs for reference:
3900x
32gb ram
RTX 3070
Windows 10

Edit: I noticed an error in my original screenshot here; 5.3 (apparently) doesn’t warn you when the Nanite landscape needs to be rebuilt, and I didn’t notice. I’ve updated the screenshot so it is now a correct comparison with the rest of the versions, the timings didn’t change much (0.45ms improvement mainly from Shadow Depths with Nanite landscape enabled) so my conclusion is still the same.

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