Major drop of Fps after 4.11.0

Hi friends. I update Unreal to 4.11.0, build my 4.10.4 project for android (package > android all) and get huge drop of performance (all screens from mobile device - Tegra Note 7). And not only in Tegra4 chip (tested on other devices).

I can accept that I must to fix something (shader of blueprint) in 4.10.4 project to run correctly on 4.11.0.
But this kind of drop I get in almost blank new scene (I create native 4.11.0 FPS template project and replace heavy textures and shaders)! I see that bottleneck is rendering part…but why? How can I find whats load my GPU?

Any advice?

Sorry for bad English!!

Hey Ambrellich,

Which devices have you tested the major drop on? Also, have you tested this with a template and experienced the same drop? If so, which template did you use?

Looking forward to hearing back from you, thanks!

Hey Ambrellich,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

Hi! Sorry for long respond! I think I only person with this kind of issue :slight_smile:

My device is nVidia Tegra Note 7 (“Tegra 4” Chip). But I tested on other mobile devices.
Yes I feel drop in blank FPS template. New research show that “Draw time” (stat > unit) is bigger than on 4.10.4 (25 vs 10) thats why FPS is lower (I completly rebuild my project on 4.11.1).

So I suggest that in render engine something just broken and its load GPU for no reason.

Sorry for bad English :slight_smile:

I tested the first person template on my Nvidia Shield Tablet and . I did not see a huge difference in FPS on the two devices. They both ran at or around 60 FPS.

Your game looks a bit “heavier” than the first person template, and that could be why you’re seeing a difference in frame rate. I’m going to provide you with some documentation to ensure you’ve set your project up correctly for a mobile device/tablet.

  • [Documentation: Rendering and Graphics][1]
  • [Documentation: Performance Guidelines for Mobile Devices][2]
  • [Documentation: Post Process Effects on Mobile Platforms][3]
  • [Documentation: Content Creation for Mobile Platforms][4]
  • [Documentation: Texture Guidelines for Mobile Platforms][5]
  • [Documentation: Materials for Mobile Platforms][6]

Thank you!

Guidelines for Optimizing Rendering for Real-Time in Unreal Engine | Unreal Engine 5.1 Documentation
[2]: Performance Guidelines for Mobile Devices in Unreal Engine | Unreal Engine 5.1 Documentation
[3]: Rendering Features for Mobile Games in Unreal Engine | Unreal Engine 5.1 Documentation
[4]: https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Content/index.html
[5]: Rendering Features for Mobile Games in Unreal Engine | Unreal Engine 5.1 Documentation
[6]: Rendering Features for Mobile Games in Unreal Engine | Unreal Engine 5.1 Documentation

Thank you for reply :slight_smile:

You’re welcome. Please let us know if you run into any further troubles. :slight_smile:

Hi Ambrellich, I’ve noticed this issue in all my projects after converting to v4.11 as well. Not always, it just happens randomly even though I’ve seen it happen a lot when using the restart level console command. While things were running smoothly in v4.10, the GPU thread stats just go out of control occasionally in v4.11.

Tried reverting back to older nvidia drivers, but that didn’t make much difference. Tried removing every single actor in the scene, including lights & still the frame drop persisted. A few times, it fixed itself after I deleted some blueprint logic or when I ran the mobile preview & then back to play in new editor window. Whether this was a direct result, or something to do with the compiler fixing it, I do not know. But usually, the problem persists as long as the bugged out instance of the editor is not closed.

I haven’t tested it enough to see on new templates, but sometimes it gets fixed if I open up a new template project in v4.11, close it and reopen my project. If I come across any pattern for reproducing it, I’ll post it here.