Devlog · tag
performance
5 entries tagged “performance”.
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Under the Carpet
Ground-floor rooms in Unreal Engine 5.8 show grass or grey speckle through the floor because the house sits a few centimetres below the landscape; also a MetaHuman whose belly will not shrink from the side because the body is baked into the rig, tattoos that render as scattered fragments under a masked material, and Play In Editor crawling at 1 fps with VolumetricCloudShadow taking 668 ms a frame.
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Edge-On
A Niagara water jet that drew nothing in Unreal Engine 5.8 because velocity-aligned sprites seen along their own velocity are edge-on and a Vector2 size passed as "4,22" was stored as unreadable text, an NPC snooker match costing 40.7 ms a frame in another building because WasActorRecentlyRendered on a Nanite mesh is only a frustum test, a door tick gate where GetDistanceTo measured every door at 0 m, and fuel pump nozzles that doubled each time a World Partition cell streamed back in.
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Two Frames
A Blueprint snooker solver in Unreal Engine 5.8 pinned at its MaxSubsteps cap and a
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A Different Culprit Every Week
Six weeks of frame-rate work on an open-world Unreal project, three confident diagnoses, and the real answer was that the editor was open the whole time and holding most of an 8 GB graphics card. Closing it moved GPU time from 1038 ms a frame to 14.5. Also - why the frame rate limit in your config file has never once taken effect.
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With the Editor Closed
An open-world map with effectively no level-of-detail data anywhere took the graphics card down twice while trying to fix itself, and the answer was to stop the editor drawing and do the work in three separate headless processes.