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 timingstat memory: Memory usage breakdownstat gpu: GPU performance metricsstat scenerendering: Rendering statisticsstat 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.