Technical Art . Technical Animation . Pipeline TD
Performance Profiling
Guidelines
Performance Goals
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30 FPS - 60 FPS
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Target Platforms
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PC, PS5, XBox, Nintendo Switch
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Minimum PC or Hardware Specs
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TIPS
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Set your minimum spec PC or Console
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PlayStation, XBox, Switch
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Setup test builds for each target platform early in development
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Set up best practice guidelines
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Tools
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RenderDoc
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Pix
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​Statistics Tool
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Session Frontend
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Unreal Insights
Unreal Performance Commands
NOTE:
Avoid testing performance in the editor! Always profile in standalone game builds.
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start fps
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stat unit
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stat gpu
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stat scenerendering (Draw calls)
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stat RenderThreadCommands
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stat engine
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stat streamingr.vsync 0
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t.MaxFPS 1000
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r.screenPercentage 10
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stat unitGraph
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r.ProfileGPU.ShowUIshow Staticmeshes
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Stat StartFile
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Stat StopFile
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show SkeletalMeshes
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show Particles
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show Lighting
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show DirectLighting
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show Translucency
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show ReflectionEnvironment
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show Show AmbientOcclusion
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show bones
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Performance Checklist
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Drawcalls (Too many object and material draws)
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Nanite
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Setup and adjust fallback meshes for complex collision and reflections
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Avoid too many material instances. Build layered material, which can be applied to many static nanite assets to calculate fewer draw calls.
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Nanite occlusion culling​​​​​​​
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Foliage density and material cost
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Lights
- Lightmass settings
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Lightmass importance volume
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Light map resolution
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Clear light build warnings
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Adjust too many overlapping dynamic light bounds
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Complex post effects materials
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Textures
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Avoid non-uniform texture resolutions​​
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Mip map compression settings​
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Large and too many Render Targets
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Static Mesh
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LODS
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Large shadow map resolution
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Dynamic shadows (turn off unnecessary shadows)
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​Use Simple collision primitives. Avoiding using Complex collision​
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Skeletal Mesh
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LODS​
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Runtime cloth simulation
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Use "Merge Actors" to combine and lower material drawcalls per character
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Texture atlasing​
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Materials
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Setup texture atlasing & texture channel masking
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Avoid overlapping translucency - glass, water, distortion (Overdraw)​
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Avoid large complex materials graphs
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Setup material node switches to help toggle features per console and PC target
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FX
- ​Overlapping translucent particles (Overdraw)
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Complex Blueprints and every frame tick events
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Adjust render settings to help support lower and higher end PCs
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Ray-trace & reflection settings
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Clean up Unreal redirectors and fix log errors
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Complex post effects
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Complex Fog
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Level stream volumes
- Object distance culling​​
