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Medios 1 para el artículo Level Benchmark

Descripción

FPS of your level has been shit and you can't figure out why. Was it a HISM-heavy foliage pass? A landscape material with too many texture samples? Three stationary lights stuck on top of each other battling over the same shadow channel?

The fix usually means tabbing between half a dozen stat commands, squinting at an on-screen HUD, and trying to remember what normal even looks like. Level Benchmark turns it into one button. Run it on your currently loaded level and get back a single readable report: every mesh's triangle count, LOD count, material count, texture resolution, collision, and Nanite status along with instanced and foliage components counted at their actual effective cost, not just per-instance. Every light's type, mobility, shadow-casting status, and overlaps with other nearby lights that could be killing your shadow channel budget.

Real GPU pass timings, shader complexity, and overdraw, sampled from directly within PIE, then cross-referenced back into one table, so you know precisely which actor to open and not just that something, somewhere is slow.

Built for solo devs and small teams without a dedicated technical artist keeping an eye on frame times all day. Catch that quietly-expensive mesh before a playtester finds it for you.

Checks

  • Static Analysis (PIE-Free): Per-mesh triangle count, LOD count, material count, max texture resolution, collision status, Nanite status. For instanced/foliage (ISM/HISM) meshes, triangle count is their effective triangle count, not per instance.

  • Landscape Scan: Component count, quad count, and Nanite status for each landscape proxy.

  • Light Scan: type, mobility, attenuation radius, shadow casting, overlapping light detection, and stationary shadow cluster warnings.

  • Material Cost Ranking: the materials responsible for most of the shader complexity and overdraw, ranked and linkable back to the meshes using them.

  • Estimated Texture Memory: actual measured GPU size, deduplicated across the level per unique texture.

  • GPU Pass Timing (PIE): actual breakdown of GPU cost per-pass.

  • Shader Complexity & Overdraw (PIE): real scene captures decoded with your project's color ramps, showing cost in percentage buckets with hotspot reporting.

  • Per-Light GPU Cost (PIE, optional): isolates individual shadow casting light's GPU cost by toggling them on/off and measuring the difference, with auto camera setup nearby.

  • Run Comparison: compare current run to a previously exported CSV.

  • CSV Export: 3 files (meshes, lights, summary).

  • Toolbar, Tools Menu, Window Menu, and command line for automated runs.

Keep in mind

  • Shader complexity/overdraw is based on sampling the scene at several points, not a full heat-map.

  • On UE 5.8, "stat gpu" will be visible in PIE if "Run GPU pass timing" is enabled (disable manually if you don't want it).

  • Full limitations and flags in the docs (linked below).

Requirements

  • UE 5.7 or 5.8.

  • Windows (tested, others un-tested).

  • Editor-Only: No cost in packaged builds.

Documentation https://github.com/Imloopdev/Level-Benchmark-UE5

Formatos incluidos