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City New York
  • Presentation
  • Overview Photos (Full Resolution)
  • Bluepritns/Tools
    • City Core Editor Tool
    • Sidewalk Blueprint
      • Apply Preset
      • Shape
      • Props/Decals
      • Cap
      • Modular Pieces
      • Meshes Data
      • Snapping
    • Road Blueprint
      • General
      • Markings Lines
      • Lanes
      • Props/Decals
      • Snapping
    • Intersection Blueprint
      • General
      • Props
      • Snapping
      • Add Roads
    • Traffic Poles Blueprint
      • General
      • Lamps
      • General Traffic Lights
      • Overwrite Materials
      • Merged Mesh
    • Procedural Building Blueprint
      • Apply Preset
      • Shape
      • Materials
      • Levels
      • Mouldings
      • Facades
      • Corners
      • Entrances
      • Area Style
      • Props
      • Roof
      • Interior
      • Random
      • Shape Blocks*
    • Fence Blueprint
    • Scaffolding Blueprint
    • Final Prefab Blueprint
    • Other Blueprints
      • Day/Nigth Blueprint
      • Console Commands Actor Blueprint
      • Preset Lighting Blueprint
  • Other Features
  • Included Maps/Levels
  • Material Parameter Collections
  • System Requirments/Performance
  • Optimization/Tips
  • Path Tracing
  • Asset List
  • Updates - Change Log
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On this page
  • Recommended System Specifications
  • Tests On PC Systems
  • RTX 4090 - 24 GB VRAM - 64GB RAM
  • RTX 2060 - 6 GB VRAM - 32GB RAM

System Requirments/Performance

PreviousMaterial Parameter CollectionsNextOptimization/Tips

Last updated 5 months ago

The project was optimized in several ways to ensure a high level of detail but with high performance and seamless compatibility with all Unreal Engine 5 systems such as Virtual Shadows, Lumen, and Temporal Super Resolution (TSR).

Key optimization techniques used:

  • Using Nanite for all static meshes whenever possible to improve rendering efficiency.

  • Disabling World Position Offset at a distance, particularly for foliage, to improve virtual shadow efficiency.

  • Grouping meshes into Instanced Meshes using the Final Prefab Blueprint.

  • Avoiding dynamic meshes by baking them into static meshes when blueprints are converted to Final Prefab Blueprints, minimizing runtime processing.

  • Applying material variations per static and instanced meshes randomly to enhance visual fidelity without using multiple materials, which would overload memory and increase rendering time.

  • Reducing texture memory usage by setting LOD Bias or Maximum Resolution per texture to fit runtime memory constraints.

  • Setting Max Distances Draw for small or thin objects to improve performance and keep only relevant details in view.

  • Applying Max Distances Draw for individual lamp spotlights on Traffic Poles Blueprints.

  • Adjusting level settings through the "B_Settings" blueprint for fine-tuned performance.

  • Optimizing materials and collisions

Recommended System Specifications

  • The project should be stored on a solid-state drive (SSD).

  • Windows 10 with support for DirectX 12

  • 12-core CPU at 3.4 GHz

  • 32 GB of System RAM

  • GeForce RTX-2080 / AMD Radeon 6000 or higher

  • 8 GB of VRAM


Tests On PC Systems

RTX 4090 - 24 GB VRAM - 64GB RAM

Standalone Play in Editor (Full-Screen 2k) - Unreal Engine 5.4

Epic Quality Settings + Screen Percentage 100% + Hardware Lumen ON ~ 95FPS

Epic Quality Settings + Screen Percentage 67% + Hardware Lumen ON ~ 120FPS

Medium-High Quality Settings + Screen Percentage 100% + Hardware Lumen OFF ~ 130FPS

RTX 2060 - 6 GB VRAM - 32GB RAM

Standalone Play in Editor (Full-Screen 2k) - Unreal Engine 5.4

Epic Quality Settings + Screen Percentage 100% + Hardware Lumen ON ~ 35FPS

Medium-High Quality Settings + Screen Percentage 67% + Hardware Lumen OFF ~ 45FPS