Focused reference · Unreal Engine 5.8

Symptom recipes

unreal-rendering-performance/references/symptom-recipes.md
SymptomProve firstFirst bounded experiment
slow only at high resolutionpixel-scaled GPU passeslower screen percentage; compare pass deltas
slow in dense city/forestRender thread, Nanite/material/VSM/visibilityisolate primitive/section, overdraw, caster invalidation
shadow spike while foliage movesVSM uncached pages/castersdisable distant WPO/shadows on one foliage class
camera cuts hitchvisibility/VSM/streaming/upscaler historymarked trace plus cache/streaming views
many lights stay fast but noisyMegaLights sample competitionreduce competing radii/lights or raise samples in controlled A/B
reflections dominateLumen reflection passcompare reflection scalability separately from GI
translucent combat effect tanks GPUtranslucency/overdraw eventcut overlap/coverage for one effect
render thread slow, GPU has headroomprimitive/section/submission countinstance/cull one high-count category
GPU memory grows by locationresource snapshot and streaming residencyidentify largest new owners and correct residency/LOD
low tier changes nothingdevice profile/group not applied or restart neededdisplay active CVars/profile and verify packaged build
dynamic resolution bottoms outsustained GPU cost exceeds minimum-resolution budget or CPU boundinspect GPU at minimum percentage; optimize dominant pass

For every recipe, restore the toggle, implement the production-quality change through owned settings, and capture the same worst case again.