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Unreal Engine 5.8 · Focused reference

Budgets and baselines

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Specify:

  • target FPS and full frame budget;
  • rendering-thread and GPU sub-budget with safety margin;
  • output resolution and primary/secondary screen percentage;
  • renderer path, RHI, shader model, ray-tracing state, upscaler;
  • device profile and every sg.* quality group;
  • scene, camera, time/weather, dynamic objects/lights/effects;
  • memory/thermal/power constraints.

Use milliseconds:

TargetWhole-frame deadline
30 fps33.33 ms
60 fps16.67 ms
90 fps11.11 ms
120 fps8.33 ms

Keep margin for unsampled combat, traversal, streaming, platform services, and thermal variance. Test representative worst cases, not an empty editor viewport.

Resolution sensitivity test

  1. Capture at production resolution/screen percentage.
  2. Lower primary screen percentage while preserving camera/content/quality.
  3. Compare total GPU and each pass.
  4. Classify passes that fall with pixel count versus fixed/geometry/submission costs.

A resolution response localizes pixel-scaled work; it does not identify the specific effect. A weak response does not by itself prove CPU-bound because some GPU passes are weakly resolution-dependent.

Sources and version

Documentation target: Unreal Engine 5.8. Confirm behavior in your installed engine; no per-procedure test result is implied.

Read this system’s sources and verification notes →

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