Just thought I would put this out there since it's a common misconception amongst beginners in Unreal. Here is the link to the follow up video I did on this were I show the FPS/ms in the Editor/Play Mode/StandAlone :
Yeah man, glad it was helpful. I didn't get this for a while and when it dawned on me that I was taken it for granted I knew I should do a video on it.
Hi men! I really admire you for helping others in this journey of learning unreal, and most important answering as many comments as you can, you are a big inspiration and an amazing teacher ❤
Yeah, it's been a struggle for sure. I feel like some aspects of game development is kept a secret and not openly shared by the Studios. I get why though.
Thank you so much for this. ill bring this to my team's attention. we're working on a Souls-like, and performance has really stumped us in the process since we can't reach certain frame thresholds
Yeah, framerate in the editor can be quite misleading as you could see. It was pointed out that I overlooked the camera being rendered but I did another video to prove that it still acts the same way. You'll get frame hitches in the editor that simply don't show up in StandAlone. I should add to this that it can go the opposite direction as well. You can get good performance in the editor and poor performance in StandAlone.
Yeah a lot of things can change between running in the editor and outside of an editor. A friend of mine even said today that when he tried he realized his frame rate actually dropped.
I just found your video after I thought about whether the game I made would be the same in the editor and after the game was finished in terms of framerate...thank you and of course instant subscribe !!!
For sure, framerate in the editor can be misleading, it's always good to test in Stand-Alone if in doubt. Things that effect framerate in the editor normally won't show up in Stand-Alone.
Update: I have recently discovered that the most common case for performance issues inside the editor seems to be Blueprints, from my understanding they don't perform too well in-editor. Note: I wanted to make a note that I did overlook the fact that I had the character selected and it was rendering the scene twice, some people were under the impression that this was why my framerate was being effected. Because of this I made another video proving that wasn't the case HERE: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-V_Fc7gxJsfg.html I should add to this that it can go the opposite direction as well. You can get good performance in the editor and poor performance in StandAlone.
@@Josh729J Debugging is the only answer. You have to learn how to use their Debugging tools to figure out exactly what's bogging things down if it's an outside the editor thing...If it's inside the editor it's simply a side effect of Blueprints, Uncompiled blueprints have a significant performance hit inside the editor compared to outside the editor.
Dude thank you for this video. 🙏. I cant wait to see all the rest of your character videos. I m just not there yet. You are very intelligent individual and deserve your channel to grow.
@@unrealdevop true it really is. I am currently learning cull distance and level composition. I have not figured out how to delete level composition section at the top that you can create nor do i know how to rename them. I am hoping unreal engine 5 will take care of performance and let engine handle most of the work so I can personally focus on creative part.
@@ScorpionVenomStudioGames Yeah, I don't have a lot of experience with it but I know that the new Partitioning System is much more straight forward and easy to use. At least that's what I got from the little bit I played with it.
@@unrealdevop I have a lot of animals that I need to add. I will be starting with crabs and other small insects, birds ect. but have no idea how to connect all animations for them to exist in the world as a flock as a group or individually yet. I found few videos we will see what will come out of it.
@@ScorpionVenomStudioGames I'm not sure exactly what you mean by that. I don't have a lot of experience quite yet setting up large worlds so I'm not really sure yet what the best method would be. I assume you could try to reduce the number of skeletons you have and animation blueprints but I would assume that may not be doable in most cases considering animals vary greatly in size and shape. I think though that the four-legged creatures at least should be able to share the same skeleton but I'm sure in some cases problems may arise with this. Birds should be able to share a skeleton as well. Also I know that common techniques are to disable animation and other things for AI until they are within a visible range.
For sure, the Editor can be misleading when it comes to a lot of things and It's good to know this so you don't find yourself thinking that everything is bad/good and then you compile the game and realize that it is/isn't in fact good.
Yeah, the editor can be misleading to some degree, if in doubt try it outside of the editor, if it still acts slow you could go one step further and compile it. Normally though if you drop a few trees in the editor and it tanks performance it's probably a good indicator that it will have a massive effect on performance outside of the editor or in packaged builds. This doesn't mean it will be an accurate representation of the end game performance, but it does mean it impacts it in a significant way. If someone tells you any different, then they probably don't really know what they're talking about.
I should add though that Unreal Engine is fairly unstable in-editor because it does things differently so there are cases where performance is total garbage in the editor but fine outside of it...which is why I made this video, to help people understand how it can sometimes greatly differ. In fact, I've even seen bugs where FPS is like 10-30 in the editor and when you restart the project the FPS is suddenly 120
Thanks for the video! I have a 2080ti as well and I start to get 20 or 30 frames per second after only having a landscape, a couple Quixil assets, and foliage. Very discouraging but I’m hoping I can find some editor settings so I don’t constantly have to build to test
If your trying to use Nanite Assets, you need to swap over to DirectX 12....DirectX 11 doesn't support Nanite but will still render it...the only difference is that only DirectX 12 will actually reduce the triangles over distance, it's a kind of LOD system. If you try to use Nanite on DirectX 11 you will take a serious performance hit.
@@ookotaoo6518 Nanite Performance Impact scales with resolution and how many Nanite Clusters are visible on the screen at any given time...Are you getting a Yellow Message at times on the top left of your screen mentioning Nodes/Clusters/Visibility Overflow? If so that's the culprit...I am not sure exactly what causes that per say other, then maybe having a crap ton of Nanite in the Scene or visible over a vast distance. Also, Nanite Consumes quite a bit or VRam I believe so that could also be a limiting factor...don't quote me on that because I'll have to research it, but I believe it does. So, check you VRam and make sure you're not capping out. Nanite currently doesn't give us much control over Scalability...at least not that I know of, so having a lot of Nanite in the Scene will just cause an overflow...it currently won't try to scale things down off in the distance to prevent this.
Anyway.. It's still a good thing to improve the fps even in editor as best as you can. So you can garantuee your code is good and works smooth on even bad PC's.
Well, that's what the session front end is for. I just wanted to make sure people were aware that the FPS they are getting inside the editor doesn't actually matter in terms of how performance friendly the game is. Also when running in the editor you may get hitching that is directly related to the fact that they are running it in the editor...if someone didn't know any better then they may be led to believe that there is something seriously wrong with their game when the issue isn't even related to their game.
inside of the editor im between 30 - 50 fps. But on standalone i'm between 0 and 8 fps... do you know why i could have that? I was expecting to have something better like in your video... but it's not the case. it's worst.
It’s always like that unless you porting to mobile but unreal users don’t really do much mobile gaming lol. But ue 5 not world patrician and nanite really help in editor lag.
@@unrealdevop Not true. The second camera ALWAYS has a negative impact on the FPS. It will be somewhat minor if you already have 120fps and it's only rendering at that small resolution. Whenever you select a camera (even on a player blueprint) the FPS will drop. This holds true on my GTX 970, my old 2080 Ti, my 3060 Ti, my old 3070, my old 3080 FE, and my 3090. This has been the case since I started with UE 4.7, and is still the case with UE 5 Preview 1. Now a separate topic is, does the frame rate suck in editor compared to final product? Yes, always test the packaged/cooked product to verify performance among other things. But this video doesn't demonstrate anything other than making a statement about FPS dropping while ignoring something that objectively drops your FPS.
Yea I have really different performance. In editor 60fps and around 0.2fps when built. Same happening even with empty level with low settings. No idea how to solve this.
@@justlaz1444 Yeah that's odd, the best way to know for sure is to do a ProfileGPU from the console. Just enter that and press Duration twice to order it from longest duration to shortest and then you should expand the tree to see what the end of the highest one is showing. That's probably going to be the source of the problem.
I always test it in stand-alone mode. If it, does it there then it will more than likely do it when it's compiled as well. Also, if you're using a lot of Blueprints, it may not improve much when compiled if you're not using Blueprint Nativization. Unreal Engine 5 doesn't have this anymore, it doesn't always work either and can cause issues and bugs that are hard to track down and sort out.
@@unrealdevop Hi sir yes I use blueprints for all of my game. The performance on editor vs on stand alone mode for me sir is different the editor one perform better than stand alone
@@deftsu5821 That may have something to do with how your loading and unloading things in the scene if your issue is stuttering only in stand alone...remember that in the Editor things are loaded in differently, last time I checked it loads everything in the level which is why you may sometimes see that performance is worse in the level editor then in Stand Alone.
@@deftsu5821 For example, if I have a large map and I load the entire thing the engine will run like crap, but when I play the game in stand alone it will work better since Level streaming is being used. You'll have to look into some console commands for pausing rendering. I don't remember what it is maybe Freeze Rendering or something....then you can move around and stuff will no longer be loading in and out. This will give you a better perspective as to whether your loading things in that the player can't actually see.
@@unrealdevop Hi sir thanks for the answer. But I want to ask sir if I'm testing my game on the editor is it normal for the game to stutter? My PC specs is 1660 super and Ryzen 5 using unreal engine 5. My fps is in editor is 30-70 fps but sometimes stutter
Yeah, I'm not saying the Editor won't give you some indication as to what the performance will be like but things are treated differently in editor vs stand-alone/compiled project and so it just makes sense to periodically run it in stand-alone rather then compiling it simply to check for any real problems.