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Performance Profiling
Guidelines

Performance Goals

  • 30 FPS - 60 FPS

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Target Platforms

  • PC, PS5, XBox, Nintendo Switch

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Minimum PC or Hardware Specs

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TIPS

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  • Setup test builds for each target platform early in development

  • Set up best practice guidelines

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Tools

  • RenderDoc

  • Pix

  • ​Statistics Tool

  • Session Frontend

  • Unreal Insights

 

Unreal Performance Commands

NOTE:

Avoid testing performance in the editor! Always profile in standalone game builds.

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  • start fps

  • stat unit

  • stat gpu

  • stat scenerendering (Draw calls)

  • stat RenderThreadCommands

  • stat engine

  • stat streamingr.vsync 0

  • t.MaxFPS 1000

  • r.screenPercentage 10

  • stat unitGraph

  • r.ProfileGPU.ShowUIshow Staticmeshes

  • Stat StartFile

  • Stat StopFile

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  • show SkeletalMeshes

  • show Particles

  • show Lighting

  • show DirectLighting

  • show Translucency

  • show ReflectionEnvironment

  • show Show AmbientOcclusion

  • show bones

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Performance Checklist

  • Drawcalls (Too many object and material draws)

  • Nanite

    • Setup and adjust fallback meshes for complex collision and reflections

    • Avoid too many material instances. Build layered material, which can be applied to many static nanite assets to calculate fewer draw calls.

    • Nanite occlusion culling​​​​​​​

  • Foliage density and material cost

  • Lights

    • Lightmass settings
    • Lightmass importance volume

    • Light map resolution

    • Clear light build warnings

    • Adjust too many overlapping dynamic light bounds

  • Complex post effects materials

  • Textures

    • Avoid non-uniform texture resolutions​​

    • Mip map compression settings​

  • Large and too many Render Targets

  • Static Mesh

    • LODS

    • Large shadow map resolution

    • Dynamic shadows (turn off unnecessary shadows)

    • ​Use Simple collision primitives. Avoiding using Complex collision​

  • Skeletal Mesh

    • LODS​

    • Runtime cloth simulation

    • Use "Merge Actors" to combine and lower material drawcalls per character

      • Texture atlasing​

  • Materials

    • Setup texture atlasing & texture channel masking

    • Avoid overlapping translucency - glass, water, distortion (Overdraw)​

    • Avoid large complex materials graphs

    • Setup material node switches to help toggle features per console and PC target

  • FX

    • ​Overlapping translucent particles (Overdraw)
  • Complex Blueprints and every frame tick events

  • Adjust render settings to help support lower and higher end PCs

  • Ray-trace & reflection settings

  • Clean up Unreal redirectors and fix log errors

  • Complex post effects

  • Complex Fog

  • Level stream volumes

  • Object distance culling​​
Screenshot 2024-07-31 075341.png
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