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Performance Optimization Guidelines

flow____ edited this page Feb 26, 2024 · 8 revisions

Graphics Card Memory is mostly limited across multiple Target Devices, so it makes sense using the CPU Memory, there are some engines out there which does work mostly on the GPU but for Unreal Engine this is not the case, a lot of it like Animations etc. are still using massively the CPU.

It also makes no sense to cache most of the Data, because in the end on a complicated system the amount of memory can be a bottleneck, sometimes generating the data at runtime is much faster.

Here some performance optimization guidelines:

CPU Time

Mesh Asset

  • Increase Time Between Animation Library Frames to the most acceptable value
  • Enable Use Distance Updating and play around with the Distance Updating Ratio
  • Increase Auto Lod Ratio
  • Disable Animations for High Distance LODs, do you really need to Animate LOD 14 which is 800 Meters away from the camera?

Animation Controller

  • Solve the Animations just one time per frame when having just one Update Group
  • Use Multiple Update Groups, Updated Groups, when using correctly are the most powerful optimization technique in TS
  • Multi-Thread the controller, 95% of all functions are Threadsafe
  • Use C++ Instead of BP

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