Unreal Engine 5.6 Released


Profiler 2.0 is a complicated mess with very little explanations on the basic stat gpu graph.
A good workflow is important for profiling. I watched all 3 live streams, many people found the way GPU profiler sorted the data easy to fast to use. It’s not our fault Epic has to keep track of their async bs to get anything running for a show. The profiler needs to come back, disable async on capture if needed. This is ridiculous.

If it’s somewhere in the 5.6 docs, then Epic needs to fix the keyword search.


Not a single UE developer has answer my question about this 5.6 issue: UE5.6 Is Terrible-No profiler, Rendering Nanite Geo Twice (Hardware Basepass still present)

Why do none of the timings transfer from the HW basepass to the Nanite basepass?
Now anyone use 5.6 will have two bloated basepass timings and this was even shown the in Witcher 4 demo.