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Complete Game Optimization for Unreal Engine 5
0. Getting Started
Introduction & How to use this course
🔶 Gameplay Learning Track
🔷 Graphics Learning Track
Content Schedule for 2026 (Early Access)
Engine Version Compatibility
Refer a Friend (Give 30%, Get 30%)
1. Notable Performance Improvements in Unreal Engine Releases
5.5 Performance Highlights
5.6 Performance Highlights
5.7 Performance Highlights
2.1 Performance Fundamentals
Frame Time (ms) vs. Frame Rate (fps) (2:42)
Basics of Frame Pacing (8:44)
Finding the Bottleneck (CPU vs. GPU) (24:21)
2.2 Profiling Preparation
Preparing game build (5:33)
Reducing Profiling Noise (Launch Parameters) (8:55)
Basic ways to Launch (0:36)
2.3 Tools & Techniques for...
🆕 GPU - ShadowDepths & Light Projection
🆕 CPU - Collision, Queries & Physics
3.1 Profiling Tools - Unreal Insights
Unreal Insights Overview
Generating rrace files (.utrace) for profiling (9:44)
Unreal Insights Walkthrough (19:56)
🆕 Tracking Individual Stats (per-call & per-frame cost) - Graph Track (14:15)
🆕 Bookmarks, Screenshots & Timing Regions (2:21)
Adding Your Own Traces and Counters (6:42)
Investigating Individual Stats in Source Code (12:02)
🆕 Memory Profiling - Short Living Allocations (16:35)
Profiling on Target Hardware (Steam Deck) (6:26)
What's Coming: Memory Insights, RDG Insights, Load Times, and more...
3.2 Profiling Tools - Content & Scene
Statistics Panel (Primitive Stats, Texture Stats) (11:50)
Size Map (17:20)
Reference Viewer (7:03)
3.3 Profiling Tools - GPU & Rendering
ProfileGPU - Profiling a GPU frame (5:43)
Optimization ViewModes (6:52)
Visualize Render Buffers in Viewport (”vis” cmd) (2:48)
3.4 Profiling Tools - Memory
MemReport (List Dump)
OBJ LIST - Active Object Memory
3.5 Profiling Tools - Misc.
A/B Testing Console Variables (3:35)
Viewports Stats System (4:27)
Console Variables Panel (1:33)
3.6 Profiling Tools - Third-party
RenderDoc Frame Debugger (19:08)
4. The Unreal Engine Architecture
Unreal Engine's CPU Threading Architecture (12:23)
5. Case Studies
The Forever Winter
🆕 Far Far West
🆕 Far Far West: 1-hour of GPU Profiling & Optimizing (64:57)
Dark Ruins (Megascans Sample)
Dark Ruins: 1-hour of GPU Optimizations (62:04)
Lyra Starter Game
Lyra: Improving SceneComponent Movement Cost (15:58)
Project Orion - C++ Action Roguelike Sample Game
6.1 Gameplay Programming - General
Culling & Throttling Game Logic with Significance Manager (35:34)
Auto-detach Inactive Audio & Niagara Components (4:00)
Reusing Actors with Object Pooling (8:03)
AudioComponent Playback Culling (9:27)
6.2 Gameplay Programming - Blueprint Performance
Blueprint For-Loops (Insights Profiling) (8:33)
6.3 Gameplay Programming - C++ Performance
What's Coming: C++ Performance Overview
6.4 Gameplay Programming - Ticks, Timers, and Timelines
Actor & Component Ticks (6:26)
Understanding Timers (6:01)
Timeline Nodes Misconceptions (3:43)
Assigning the ideal TickGroups (8:13)
Profiling World Tick (14:41)
Aggregating Ticks (7:20)
Automatic Tick Batching
6.5 Gameplay Programming - Multithreading
Easily multithread for-loops with ParallelFor() (5:34)
What's Coming: TaskGraph, Task System and more...
6.6 Gameplay Programming - Collision & Physics
Asynchronous Traces & Overlaps (7:37)
Game Example: Asynchronous Shotgun Traces (8:37)
What's Coming: Collision & Physics Scene Optimizations
6.8 Gameplay Programming - Resources & Self Study
Reducing Actor Memory Footprint SparseClassData
Optimized Blueprint Component Initialization (6:58)
7. Memory - Garbage Collection
Garbage Collection Overview
GC Best Practices (13:54)
Identifying the source of generated garbage (9:28)
Optimizing GC Settings (16:22)
GC Profiling Tips (6:26)
8. Content - Skeletal Animation
AnimGraph FastPath (5:04)
AnimGraph LOD Threshold (3:08)
Optimizing Skeletal Mesh LODs (28:18)
Animation Budget Allocator (11:32)
9. Scene Optimizations
🆕 Optimizing Mesh Collisions using Mesh-To-Collision Tool (12:27)
🆕 Auditing lighting using "Light Mixer" (Dark Ruins Sample) (12:31)
🆕 Map Audit - Optimizing World Collision Data (The Forever Winter) (42:36)
🆕 Map Audit - Mesh Mobility (The Forever Winter) (3:48)
🆕 Auditing GlobalDistanceField Updates (5:04)
Deferred Decals (Component) (13:06)
Mesh Decals (Notes & Best Practises)
Draw Distance Culling (10:46)
10.1 Rendering - General
Volumetric Fog - Scalability Tuning (8:30)
10.2 Rendering - Nanite
Nanite Overview
🆕 Nanite - Reducing Shading Bins (Empty Draws) (19:14)
🆕 Nanite Visbuffer - Reducing Overdraw from Kitbashing (14:12)
🆕 Nanite - Problematic Faceted Meshes (13:50)
What's Coming: Best Practices, Nanite for Artists
10.3 Rendering - Virtual Shadow Mapping
Virtual Shadow Mapping Overview
What is Virtual Shadow Mapping? (6:57)
VSM Performance Guidelines (14:25)
VSM Profiling Tools (18:00)
VSM Scalability Settings (11:00)
10.4 Rendering - Lighting
Local Light Culling (10:40)
Contact Shadows (Screen-space Shadows) (9:46)
10.5 Rendering - Niagara Effects
Particle Cutout Texture (7:08)
What's Coming: Optimal Settings, Best Practices, Culling, Scalability
10.6 Rendering - Materials
Moving Mesh Rotations to the Vertex Shader (WPO) (4:31)
Uniform Expression Folding (and Constant Folding) (9:32)
10.7 Rendering - Lumen
What's Coming: Lumen Scene & Content Optimizations
10.8 Rendering - PSO Caching (Windows DX12)
What are "Pipeline State Objects"? #StutterStruggle (4:14)
PSO Precaching vs. Bundled PSOs (4:44)
Setting up "PSO Precaching" (11:56)
"Bundled PSO" Pipeline Setup & Tips (12:11)
Analyze Project Shader Counts & Permutations (Commandlet)
10.9 Rendering - Variable Rate Shading
What is Variable Rate Shading? (10:01)
Material Shading Rate (Tier 1 VRS) (7:34)
Contrast Adaptive Shading (Tier 2 VRS) (14:27)
Software VRS (Nanite) (8:20)
Setting up VRS in your game
10.10 Rendering - Resources & Self Study
Low Latency Frame Syncing (Frame Pacing)
11. Platform Scalability
Managing Scalability for different Platforms
Detail Modes
Automatic Scalability (Synthbenchmark)
12. UI - Slate & UMG
Slate Global Invalidation (11:50)
Content Schedule for 2026 (Early Access)
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