Very high ShadowDepths cost with CSM despite aggressive shadow optimization (UE 5.5.4)

Hi everyone,

I’m trying to track down an unusually high ShadowDepths cost in UE 5.5.4 and I’m running out of ideas.

My project is an open world using:

  • Unreal Engine 5.5.4
  • Cascaded Shadow Maps (NOT Virtual Shadow Maps)
  • Lumen disabled
  • One Movable Directional Light (Ultra Dynamic Sky)
  • Nanite enabled on some of static meshes
  • World Partition

I’ve already tried the following:

  • Reduced Dynamic Shadow Distance to a very low value.
  • Reduced the number of cascades.
  • Lowered shadow resolution.
  • Disabled WPO/PDO on foliage where possible.
  • Verified that only one Directional Light exists.
  • Tested with Far Shadow disabled.
  • Optimized foliage materials.
  • Tested with foliage hidden.
  • Tested different shadow settings.

Despite all this, ShadowDepths consistently costs around 8-10 ms, while the rest of the frame looks fairly reasonable.

Typical GPU timings:


ShadowDepths        ~8-10 ms
Nanite VisBuffer    ~3-4 ms
BasePass            ~2-3 ms
PrePass             ~1-2 ms

What confuses me is that lowering shadow quality often just shifts GPU time into another pass instead of significantly reducing total frame time.

I also noticed that disabling landscape shadow casting removes almost all visible shadows, which suggests the landscape is heavily involved in the shadow pass, but I wouldn’t expect such a high ShadowDepths cost with the current settings.

Has anyone experienced something similar in UE 5.5?

Is there anything specific that commonly causes ShadowDepths to remain this expensive even after reducing:

  • Shadow distance
  • Cascade count
  • Shadow resolution
  • WPO/PDO
  • Foliage shadow complexity

At this point I’m wondering if this is related to Landscape, World Partition, or perhaps a regression in UE 5.5’s shadow rendering.

Any ideas or profiling suggestions would be greatly appreciated.

Thanks!