TA logoThe Technical Artist
section 05-b
performance
7 guides + tool

Frames Are A Budget. Spend Them Well

Performance is where Unreal tech art gets real. This is the map: find the bottleneck, learn what each system costs, and build the audit habits that keep scenes shipping at frame rate. 60fps means 16.6ms per frame, so every section below is about where those milliseconds go.

Abstract bar chart of descending frame times
performance - frame times, descending
The golden rule

Don't Optimize Blind

Never change code, settings, or content before confirming which thread and system is the actual bottleneck. Fixing the wrong subsystem wastes time and can make the real problem worse. Measure, change one thing, measure again.

Stacked bar showing how a 16.6 millisecond frame budget is spent
fig 07 - a 16.6ms frame, spent
MAP

The Guides

01

Profiling & Bottlenecks

stat unit, stat gpu, Unreal Insights - determining whether you're Game-Thread, Render-Thread, or GPU bound.

read ->
02

Meshes, Nanite & LODs

Draw calls, LOD chains, instancing, HLOD, mobility, and when Nanite saves you.

read ->
03

Textures & Streaming

Resolution discipline, compression, mips, and the streaming pool.

read ->
04

Materials & Shaders

Shader complexity, samplers, translucency, overdraw, and permutation control.

read ->
05

Lighting & Shadows

Light mobility, shadowed movable lights, Lumen, and virtual shadow maps.

read ->
06

CPU, Blueprints & Ticks

Tick discipline, Blueprint costs, garbage collection, pooling, and significance.

read ->
07

The Scene Audit Checklist

The priority-ordered review every TA should run on every level.

read ->
16.6ms @ 60fps
33.3ms @ 30fps
3threads to check
1bottleneck at a time
"The frame doesn't care how beautiful the asset is. It cares how many milliseconds it costs."