UNREAL ENGINE 5.4 EXTREMELY BAD PERFORMANCE

Your UE 5.4 sounds corrupted or you have some kind of overlay / benchmark software that is wrecking the performance. Any type of FPS or software overlay will affect its performance. I found that out the hard way when I discovered Riva Tuner running in the background messing with it.

was this reported using the bug report tool? same is happening for me on 5.3.2.

Actually game thread and RHIT are parallel in editor for 5.3 and then it fails to do that in packaged project.

How can we get a dev to look at this, it’s a huge performance problem but clear that it works totally fine in-editor as far back as 5.3 so like what’s the issue here

@skfabby sorry to ping you, just wondering if there is a way to pass the replied threading issue on to relevant team as this is a serious engine issue affecting performance across many platforms

Same issue for me on RTX4080 and RTX3080

I’ve passed your message on. :slight_smile:

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Thanks so much :smiley: I had reported the same issue here also before realizing others were having the same problems:

And for me, even as far back as 5.3.2 RHIT runs parallel to Game Thread in-editor:

But in the packaged game (both shipping and development) they run sequentially, meaning that packaged projects run about 30% slower than projects in-editor simply because RHIT won’t run in parallel:

You can see the frame time is about 4ms worse in packaged projects because of this issue.

Parallelization was listed on the roadmap for the 5.4 Release, so I’m not sure why it works in-editor in the older engine version 5.3.2 and then not at all in packaged projects or in the later 5.4 and 5.5 releases even though this was a major selling point of those updates.

It’s also worse on some hardware than others. I have an RTX 4080 PC that suffers badly from this. On the RTX 3080 with Outdated NVIDIA Drivers installed, it doesn’t happen at all.

In theory, the 4080 should be a much faster card but the older 3080 system outperforms it significantly (90FPS on the 3080 system vs. 55 on the 4080) because of time spent waiting for RHIT to run in sequence (the above screenshots are from the 4080 system). Both PCs have Intel 12900 CPUs running on the same version of Windows 10.

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I didn’t report the issue. I once put a bit of work into reporting a bug, but it wasn’t even listed in the tracker. Not sure what happened there, but I’m not going through that process again.

I think posting an obvious UEInsight screenshot on this forum in a thread about UE’s performance should be sufficient to get the issue heard.

Usually this kind of stuff gets solved/fixed at some point and I/we have learned to be patient with UE. Despite the (many) hick-ups, UE’s still the best engine out there (by far!).

I think posting an obvious UEInsight screenshot on this forum in a thread about UE’s performance should be sufficient to get the issue heard.

I wish I had your optimism, some of these issues have been in the engine since 5.0EA which was about 3 years ago and still not addressed :'D

Just to note, @skfabby same issue does indeed appear on 5.4.4 with the RHI Interrupt and RHI Submission Threads.

Reduction in FPS from ~90 down to 37.5. Entirely attributable to these threads operating asynchronously

It happens spontaneously but as an added trigger I have found calling Load Level from Blueprint can sometimes trigger the issue. The only fix is to completely close and restart the application.

You can see here 18.9ms of Game Thread doing nothing but waiting for RHI:

image

For context 18.9 ms is longer than an entire frame should take.

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