Why is my level at such horrible fps? Post process, shadow depths, translucency

Hey guys. Ive been trying to get my frame rate to not dip to 15 for weeks in my not that big level with like 150-200 trees. Ive done everything i can imagine to fix it. But literally everything ive tried either did nothing or made it worse. For example, turning off shadows on all my small trees tanker the fps. Tell me how thats possible. My post processing is taking 60ms when i dont even have a ppv turned on. I tried to remove translucency from my grass but it made it look horrible.

Can someone explain how to deal with translucency without turning the material to opaque? How to deal with the killer PP costs? I turned off temporal super resolution and the scene got worse, if anything. And my shadow depths…ive done about everything you can do to remove and lower the quality of shadows but nothing helps.

I run an i9 10900, 64gb ram and a 3060ti and im getting now 8-20fps. Ive included some images of the stats.

If someone can help me solve this problem it will be a massive help because the internet and I are out of ideas.

Thanks guys


I think something’s very wrong if you’re getting such low framerates with that hardware.

What on earth is going on in the PP!?

The thing that always works for me is just removing things until it gets better. Then, take a look at what’s wrong with what you removed.

Hey there @BO-DACIOUS, wow that is some intense post processing values, the shadows are quite high as well. Your post processing is entirely turned off and still kicking back over 60ms? Something is definitely wrong. Could I see both your post process volume and the rendering settings in your editor?

Well even on a blank map or in a new project I get as low as 40fps. So I have no idea what could be happening.

Hey Sure, you mean I’m the project settings?

Don’t profile in the editor… 30ms of your post processing cost is compositing editor primitives and another 4.25ms is spent rendering the editor outlines.

You should always run your project in at least standalone to profile your performance.

Oh can you explain what you mean by don’t profile in the editor? And to run un stand alone do I just select it from the play dropdown and play?

This also happens while I’m editing. So it’s something at a higher level than just where I play.

Thanks

image

Okay, I’ll try that. But my editor runs extremely slow as well.

Thanks

I mean yeah, the editor is always going to be slower than the game, it has to run the game with all the overhead of the editor at the same time…

You really haven’t posted much information at all about how you have set up your scene so it’s difficult to know what the problem is.

My guess is that your translucency cost is through the roof most likely you have too much translucency. Based on your original post assume you’re using translucent shading for all of your foliage, which is a recipe for disaster. You should be using masked materials for foliage, pretty much always.

This might also be the source of your shadowing cost since afaik translucent materials are shadowed differently than opaque/masked materials. But it’s really anyones guess because again… we have no information about your scene. We’re just staring at your profiler output with zero context.

OK that’s mainly because my blank scene is also low fps. Not as bad but it even freezes for a fill second or more while playing. So I think it’s a ue5 problem, and my level with a few hundred trees makes it worse.

Is there a good way to switch the tree assets I hot from translucent to masked?

The level is mostly a bunch of trees and a landscape mat with quite a few nodes but grass and snow make up 95% of the surface of the landscape.

A lot of yhe trees do use Translucency, yes. Thanks