Unreal Engine 5.6 Preview

Vsync is broken in editor. Both commands fail to get it working properly.

r.Raytracing 0 does not removing RT dynamic ray tracing timing in forward rendering.

Rendering velocity “during basepass” in forward rendering still causes velocity render to show as another timing. Either velocities mean non-prepassed objects are forward shaded before prepassed depth with lit info or the GPU is writing to the velocity separately after the basepass.

Shader complexity optimization view is broken in 5.6. I had a test scene where a ground shader came up as red, replaced the material to gain 1ms in the basepass. Now in 5.6, that material is dark green, would have never picked up on optimizing that material if It wasn’t a test scene I optimized already and I still gained a ms. But with 5.6 broken view mode, I would have never gone to check the material out.