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Performance Metrics & Benchmarks โ€‹

Overview โ€‹

Comprehensive reference for performance metrics, benchmarking standards, and optimization targets essential for professional UE5.6 Blueprint development. This guide provides quantitative standards for measuring and achieving AAA-quality performance in game development projects.

Frame Rate & Timing Metrics โ€‹

Core Performance Targets โ€‹

  • Target Frame Rate: Standard performance goals for different platforms
    • 60 FPS: Standard for PC, PlayStation 5, Xbox Series X (16.67ms per frame)
    • 30 FPS: Minimum acceptable for consoles (33.33ms per frame)
    • 120 FPS: High-end PC and VR targets (8.33ms per frame)
    • 90 FPS: VR minimum for comfort (11.11ms per frame)
    • Variable Rate: Dynamic frame rate based on content complexity

Frame Time Measurements โ€‹

  • Frame Time: Duration to render one complete frame
  • Game Thread Time: Time spent on gameplay logic and Blueprint execution
  • Render Thread Time: Time spent on rendering commands and GPU preparation
  • GPU Time: Time spent on graphics processing and shading
  • CPU Time: Combined game and render thread processing time
  • Frame Time Variance: Consistency of frame timing (target: <2ms deviation)

Performance Budgets โ€‹

  • 16ms Budget (60 FPS):
    • Game Logic: 8-10ms
    • Rendering: 6-8ms
    • Audio: 1-2ms
    • Physics: 1-2ms
    • Networking: 0.5-1ms

Memory Performance Metrics โ€‹

Memory Usage Categories โ€‹

  • Static Memory: Memory allocated at startup and never freed
  • Dynamic Memory: Memory allocated and freed during gameplay
  • Peak Memory: Maximum memory usage during gameplay session
  • Working Set: Currently active memory pages
  • Committed Memory: Memory allocated by the operating system
  • Virtual Memory: Total memory space available to application

Platform Memory Targets โ€‹

  • PC (16GB RAM):

    • Game Memory: 8-12GB
    • GPU Memory: 6-8GB (RTX 3070)
    • Operating System Reserve: 4GB
    • Background Applications: 2GB
  • PlayStation 5:

    • Available Memory: ~13.5GB
    • GPU Memory: ~10.3GB
    • System Reserve: ~2.5GB
  • Xbox Series X:

    • Available Memory: ~13.5GB
    • GPU Memory: ~10GB
    • CPU Memory: ~3.5GB

Memory Optimization Metrics โ€‹

  • Allocation Rate: Memory allocated per second (target: <10MB/s)
  • Garbage Collection Frequency: GC events per minute (target: <1/minute)
  • Memory Fragmentation: Percentage of unusable memory (target: <5%)
  • Asset Streaming Efficiency: Successful stream requests (target: >95%)
  • Texture Memory Usage: VRAM utilization (target: <80% peak)

Blueprint Performance Benchmarks โ€‹

Execution Performance โ€‹

  • Blueprint VM Overhead: Performance cost of Blueprint execution vs C++
    • Simple Function Call: 2-3x C++ overhead
    • Complex Logic: 5-10x C++ overhead
    • Heavy Computation: 10-20x C++ overhead
    • String Operations: 5-15x C++ overhead

Tick Function Optimization โ€‹

  • Tick Budget Allocation:
    • Player Character: 0.1-0.2ms per tick
    • AI Characters: 0.05-0.1ms per tick each
    • Interactive Objects: 0.01-0.02ms per tick each
    • UI Elements: 0.005-0.01ms per tick each
    • Background Systems: 0.1-0.5ms total

Event-Driven Performance โ€‹

  • Event Dispatcher Overhead: Cost of event broadcasting
    • Single Listener: ~0.001ms
    • 10 Listeners: ~0.01ms
    • 100 Listeners: ~0.1ms
    • 1000 Listeners: ~1ms (requires optimization)

Rendering Performance Metrics โ€‹

Draw Call Optimization โ€‹

  • Draw Call Budgets:
    • 60 FPS Target: <2000 draw calls
    • 30 FPS Target: <4000 draw calls
    • VR 90 FPS: <1500 draw calls
    • Mobile: <500-1000 draw calls

GPU Performance Targets โ€‹

  • GPU Utilization: Percentage of GPU capacity used

    • Optimal Range: 80-95%
    • Underutilization: <70% (CPU bottleneck)
    • Overutilization: >98% (GPU bottleneck)
  • Shader Complexity: Instruction count per pixel shader

    • Simple Shaders: <100 instructions
    • Complex Shaders: 100-300 instructions
    • Very Complex: 300-500 instructions
    • Extreme: >500 instructions (use sparingly)

Level of Detail (LOD) Performance โ€‹

  • LOD Distance Thresholds:

    • LOD 0 (High): 0-25 meters
    • LOD 1 (Medium): 25-100 meters
    • LOD 2 (Low): 100-500 meters
    • LOD 3 (Culled): >500 meters
  • Polygon Reduction Targets:

    • LOD 1: 50-70% of LOD 0 triangles
    • LOD 2: 25-40% of LOD 0 triangles
    • LOD 3: 10-20% of LOD 0 triangles

Network Performance Standards โ€‹

Multiplayer Metrics โ€‹

  • Latency Targets:

    • Excellent: <50ms
    • Good: 50-100ms
    • Acceptable: 100-150ms
    • Poor: >150ms
  • Bandwidth Usage:

    • Per Player: 5-50 KB/s
    • 32 Player Server: 160KB-1.6MB/s upstream
    • Large World: Up to 5MB/s per player

Replication Performance โ€‹

  • Update Frequencies:
    • Player Characters: 20-60Hz
    • AI Characters: 10-20Hz
    • Interactive Objects: 5-10Hz
    • Static Objects: 1-2Hz
    • UI Elements: Event-driven only

Asset Performance Benchmarks โ€‹

Texture Memory Management โ€‹

  • Texture Size Guidelines:

    • 4K Textures: Hero assets only (<10% of textures)
    • 2K Textures: Important assets (20-30% of textures)
    • 1K Textures: Standard assets (50-60% of textures)
    • 512px Textures: Minor assets (10-20% of textures)
  • Compression Targets:

    • DXT5/BC7: 8:1 compression ratio
    • DXT1/BC1: 6:1 compression ratio
    • Mobile ASTC: 8:1-12:1 compression ratio

Audio Performance Metrics โ€‹

  • Audio Memory Usage:

    • Uncompressed Audio: 10-20MB per minute
    • OGG Compression: 1-2MB per minute
    • Platform Audio: 0.5-1MB per minute
  • Simultaneous Audio Sources:

    • PC/Console: 64-128 sources
    • Mobile: 16-32 sources
    • VR: 32-64 sources

Loading Performance Standards โ€‹

Level Loading Metrics โ€‹

  • Loading Time Targets:
    • Initial Load: <30 seconds
    • Level Transitions: <10 seconds
    • Asset Streaming: <2 seconds
    • Save Game Loading: <5 seconds

Streaming Performance โ€‹

  • Asset Streaming Rates:

    • SSD: 500MB/s - 3GB/s
    • HDD: 50MB/s - 150MB/s
    • Network: 1MB/s - 50MB/s (varies by connection)
  • Streaming Buffer Targets:

    • Texture Streaming: 100-500MB buffer
    • Audio Streaming: 10-50MB buffer
    • Mesh Streaming: 50-200MB buffer

Quality Assurance Metrics โ€‹

Stability Benchmarks โ€‹

  • Crash Rate: Crashes per hour of gameplay
    • Excellent: <0.001 crashes/hour
    • Good: <0.01 crashes/hour
    • Acceptable: <0.1 crashes/hour
    • Unacceptable: >0.1 crashes/hour

Performance Regression Testing โ€‹

  • Automated Performance Tests:
    • Frame Rate Regression: ยฑ5% tolerance
    • Memory Usage Regression: ยฑ10% tolerance
    • Loading Time Regression: ยฑ20% tolerance
    • Network Performance: ยฑ15% tolerance

Platform-Specific Benchmarks โ€‹

PC Performance Tiers โ€‹

  • High-End PC (RTX 3080+, 32GB RAM):

    • 4K@60FPS with Ultra settings
    • 16ms frame time budget
    • 12GB+ memory usage allowed
  • Mid-Range PC (RTX 3060, 16GB RAM):

    • 1440p@60FPS with High settings
    • 16ms frame time budget
    • 8GB memory usage limit
  • Low-End PC (GTX 1060, 8GB RAM):

    • 1080p@60FPS with Medium settings
    • 16ms frame time budget
    • 4GB memory usage limit

Console Performance Standards โ€‹

  • PlayStation 5:

    • Target: 4K@60FPS or 1440p@120FPS
    • Memory: 13.5GB available
    • SSD: 5.5GB/s raw throughput
  • Xbox Series X:

    • Target: 4K@60FPS native
    • Memory: 16GB (10GB GPU, 6GB CPU)
    • SSD: 2.4GB/s raw throughput

Mobile Performance Targets โ€‹

  • High-End Mobile (iPhone 14 Pro, Samsung S23 Ultra):

    • 120fps@1080p or 60fps@1440p
    • 6-8GB memory available
    • Thermal throttling at 5-10 minute mark
  • Mid-Range Mobile:

    • 60fps@1080p
    • 4-6GB memory available
    • Thermal throttling at 2-5 minute mark

Profiling & Measurement Tools โ€‹

UE5.6 Built-in Profiling โ€‹

  • Stat Commands:
    • stat fps: Frame rate and timing
    • stat memory: Memory usage breakdown
    • stat gpu: GPU performance metrics
    • stat scenerendering: Rendering statistics
    • stat streaming: Asset streaming performance

External Profiling Tools โ€‹

  • Intel VTune: CPU performance analysis
  • NVIDIA Nsight: GPU performance profiling
  • PIX: Xbox performance analysis
  • Razor: PlayStation performance tools
  • Unity Profiler: Cross-platform performance analysis

Performance Optimization Priorities โ€‹

Critical Performance Issues (Fix Immediately) โ€‹

  • Frame rate below target for >1 second
  • Memory leaks causing growth >100MB/hour
  • Loading times >2x target duration
  • Crashes occurring >0.1 times per hour

High Priority Issues (Fix Within Sprint) โ€‹

  • Frame rate drops >5% from baseline
  • Memory usage >80% of platform limit
  • Texture streaming failures >5%
  • Network latency spikes >200ms

Medium Priority Issues (Fix Next Release) โ€‹

  • Optimization opportunities >10% improvement
  • Memory fragmentation >15%
  • Draw call count >75% of budget
  • Asset loading inefficiencies

This comprehensive performance metrics reference ensures UE5.6 Blueprint development maintains professional quality standards and achieves optimal performance across all target platforms and use cases.