Focused reference · Unreal Engine 5.8

Scalability and device profiles

unreal-rendering-performance/references/scalability-and-device-profiles.md

Ownership

  • Use scalability groups for player-facing quality families.
  • Use device profiles for platform/device defaults, feature support, memory buckets, and overrides.
  • Store project overrides in project Config, not edited engine base files.
  • Treat Engine/Config/BaseScalability.ini and platform base device profiles as current reference implementations, then override only measured needs.

Core groups include resolution, view distance, anti-aliasing, shadows, global illumination, reflections, post processing, textures, effects, foliage, and shading. Validate the exact UE 5.8 group contents; one sg.* value can change many CVars.

Tier workflow

  1. Define minimum/recommended target hardware and renderer feature support.
  2. Establish Low/Medium/High/Epic intent with a stable gameplay-readability floor.
  3. Begin with engine group defaults; measure every target device.
  4. Override subsystem controls only when the group misses the budget or quality target.
  5. Expose settings whose visual/performance trade is meaningful to players.
  6. Restart/reload when a feature path or shader permutation requires it; label settings accordingly.
  7. Test saved settings, auto-detection/defaults, upgrades, and unsupported hardware fallback.

Never let a low tier remove enemies, hazards, navigation cues, competitive visibility, or essential feedback. Scale visual richness and representation, not game rules.