I have a machine similar to your “also an RTX 3060” and had also problems. I solved by doing several tweaks to the engine presets.
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With an RTX 3060 you will never be able to reach 60 FPS using Lumen. If you won’t cap your fps it will create a bottleneck trying to go as high as possible. If you cap your fps to 30 this will massively improve performance. To do so go in your project settings and search for “Default Display Rate” and set it to 30
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If your streaming pool is too low it also can create problems. To solve this go in your project folder - Config and edit the DefaultEngine. Here you have to add the following line: r.Streaming.PoolSize=32000
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Optimize your basic lighting for global illumination. There are many parameters you can tweak and the one that impact the most on performance is ambient oclusion. Personally I prefer to use an already optimized version that is a marketplace asset called “Ultra Dynamic Sky” is the best solution for performant global illumination plus with that plugin you get also a whole weather system and is cheap for what it gives in return.
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When developing learn to always check all of your blueprint size map “rightclick anything and you will find the option to see the size map”. Try to not use hard references, cast to and data tables, instead learn to use soft references, interfaces, dispatchers and data assets. This will give you the option to load in Async almost everything that will optimize the CPU & RAM usage and prevent bottlenecks. For example my first attempt of developing an inventory system resulted in having a size map of literally 1GB for each item placed and if I placed over 20 of them I lowered my fps. While after reworking everything in an optimized way my items are only 200kb each and now I can place thousends of them with 0 issues.
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With an RTX 3060 you can’t afford to use 2k and 4k textures for everything. Personally I bulk edited all of my meshes textures to have a maximum texture size of 1024. This hugely improved scenes with many different assets. Also if you develop a videogames and not films you should stick to 1k textures in my opinion. In particular for normal maps for with you won’t even feel the difference. Also setting the maximum texture size inside unreal engine will allow you to upscale them later on if you need