You can use EA-STL by changing branch and then download it . If you want to collab then pull request or put a issue in Issues tab .
This template is made with a help of Experienced devs working at Epic Games for 12 years and above and it will be updated .
This project works with Unreal 5.6.1 and tested on Mac Silicon (M4) . Integrated EA- STL (Electronics Art Standard Template Library) and also contains Multhreading code snippets.
This guide is designed for developers targeting 1080p / 60 FPS performance on GTX 970/1060-class GPUs using Unreal Engine 4.27–5.x.
It compiles performance budgets, best practices, and proven optimization techniques for maintaining visual quality while keeping frame times stable.
Metric | Target |
---|---|
Frame Time | ≤ 16.6 ms (60 FPS) |
Draw Calls | < 3 000 |
Triangles | ≤ 12 Million |
Texture Resolution | Mostly ≤ 2K (4K for hero assets only) |
- Disable Nanite for GTX-class GPUs.
- Use Hierarchical Instanced Static Meshes (HISMA) or Instanced Static Meshes (ISM) for repeated assets.
- Always Generate LODs (even with Nanite enabled).
- Employ custom lightweight HLODs — Epic’s system can be memory-heavy.
- Replace decals with mesh cards where possible.
- Set max draw distances for small meshes and lights.
- Use simple collisions only — disable collision and
Affect Nav Mesh
on decorative objects. - Use World Partition with small cells for efficient streaming.
- Aggressively manage LOD transitions and use instancing to minimize draw calls.
- Prefer 1 dynamic key light + baked fill lighting.
- Use a static skylight with baked cubemaps (no real-time reflection captures).
- Avoid Lumen if possible — use baked lighting for static scenes.
- Minimize SDF and volumetric effects.
- Disable shadows on small objects; use proxy shadow casters for complex ones.
- Use capsule shadows on skeletal meshes.
- Replace volumetric fog/clouds with fake light rays (cards or shaders).
- Sphere Reflection Probes: bake and reuse cubemaps.
- A fully baked setup can ship with zero dynamic lights.
- Keep materials ≤ 6–8 texture samples.
- No tessellation.
- Limit parallax and bump offsets (texture-dependent).
- Prefer dithering over transparency; fake glass with cubemaps/shaders.
- Use Anisotropic Relaxed Cone instead of POM.
- Pack ORM maps to reduce texture count.
- Split alpha channels into separate textures when possible.
- Derive normal B channel from RG to save space.
- Assign all textures to proper groups for easy management.
- Set shading rate > 1×1 for VFX/skybox to reduce pixel cost.
- Pack multiple masks into one texture (slice maps).
- Avoid RGBA textures when unused channels exist.
- Albedo/Normal can be 2K, while Spec/Masks/ORM can be 1K.
- Disable “Generate Lightmap UVs” on meshes using dynamic lighting.
- Remove extra UV channels on all meshes.
- Manage the texture streaming pool — increase or optimize it to avoid VRAM thrashing.
- Reduce bone count aggressively.
- Blendshapes only for cinematics.
- Replace destruction animations with Vertex Animation Textures (VATs).
- Capsule shadows instead of complex shadow casting.
- Disable per-frame tick on non-critical Blueprints.
- Chaos Physics/Destruction is expensive — bake results where possible.
- Cloth: avoid Chaos Cloth; use dynamic bone chains or pre-baked simulations.
- Replace projectile traces with particles or ray approximations.
- Bake flipbooks for fire, smoke, or liquids instead of dynamic sims.
- Niagara: use LODs; disable particle lights at Medium and below.
- Use particle cutouts to minimize overdraw.
- Bloom: Low
- Chromatic Aberration: Off
- Motion Blur: ≤ 0.3
- SSR/SSAO: Off or Low
- Fog: Use simple exponential fog only
- Prefer fake DOF or none
Default target: Medium
Setting | Recommendation |
---|---|
Screen Percentage | ~85% |
Upscaler | TAAU or FSR 2 |
Shadows | ≤ 2 cascades, max 2048 res |
SSR | Disabled |
SSAO | Low/Off |
Volumetric Effects | Off |
Reflection Capture | Baked only |
For ultra-low hardware fallback:
r.ScreenPercentage 80
r.Fog 0
r.AmbientOcclusionLevels 0
r.Shadow.MaxResolution 1024
- Use Stat Unit, Stat GPU, ProfileGPU, and Session Frontend early in development.
- Test builds on real GTX 970/1060 hardware — synthetic scaling isn’t reliable.
- Monitor VRAM usage and texture pool overflow warnings.
💡 Alternative: Use Unreal Engine 4.27 for lighter rendering and no Lumen overhead — ideal for GTX and midrange GPUs.
Define your own scalability tiers in Scalability.ini
rather than relying on Epic’s defaults.
Fine-tune toggles for post, shadows, and material complexity per-tier for consistent visual quality across low/mid hardware.
Goal: Stable 60 FPS @ 1080p on GTX 970/1060
Core Principles:
- Aggressive LODs & instancing
- Static lighting & baked reflections
- Optimized materials & texture packing
- Minimal dynamic systems (physics, lights, particles)
- Strong profiling discipline
Author Notes
Many of these practices trace back to the Unreal 2–4 era — and still work wonders in UE5.
Don’t underestimate the power of disciplined LODs, instancing, and clean material setups.
You can ship a gorgeous UE5 game on GTX-class GPUs — if you’re smart about every millisecond.