Focused reference · Unreal Engine 5.8

Diagnostic selector

unreal-rendering-performance/references/diagnostic-selector.md
Measured problemFirst inspectionRoute
GPU cost scales strongly with resolutionprofilegpu, pass event treeTSR/resolution, pixel-heavy pass
Draw/Render thread dominatesPrimitive Debugger, stat sceneRendering, primitive/section countssubmission/culling/LOD
BasePass highShader Complexity, material/primitive isolationmaterials/overdraw
Translucency/post highShader Complexity, screen coverage, effect togglestranslucency/resolution
Nanite pass/streaming issueNanite visualization, NaniteStatsNanite geometry
Lumen GI/reflection highLumen overview/visualizations, quality A/BLumen
Shadow Depths/Projection highVSM cache/caster views, light isolationVSM or MegaLights
many local lights/noisy direct lightMegaLights light/ray/caster visualizersMegaLights
TSR cost or ghostingTemporal Upscaler visualization, GPU eventTSR
GPU memory over budgetRender Resource Viewer, RHI/platform memory statsresources/streaming
camera-cut spikeGPU/Timing trace, VSM/visibility/streaming evidencesubsystem causing burst

Disable diagnostic views before the timed A/B capture. Their value is attribution, not the final number.