Optimization in Unreal Engine 5.4
Optimization in Unreal Engine 5.4
Samenvatting
This graduation report explores the optimization of a small-scale, narrative-driven horror game, Shadows of Singraven, developed in Unreal Engine 5.4. The project was conducted as part of the Creative Media andamp; Game Technology curriculum in collaboration with XR-Lab and client Mark Boerrigter, focusing on preserving local folklore through interactive media. The core objective was to enhance the game’s performance, increasing the framerate from an unstable 20-30 fps to a targeted 60 fps while maintaining visual fidelity.
Through a structured research methodology, key optimization strategies were identified and implemented across five main areas: identifying bottlenecks using Unreal’s profiling tools, optimizing rendering and lighting, applying level streaming for efficient scene management, adjusting scalability and post-processing settings for packaged builds, and improving Blueprint efficiency. Tools such as Unreal Insights, Stat Commands, and GPU Profiling played pivotal roles in diagnosing and addressing performance issues.
The optimizations achieved steady performance improvements in most areas of the game, except the maze, which exhibited persistent framerate inconsistencies due to suspected post-processing or lighting complexities. While trade-offs were necessary, particularly with the continued use of Lumen for visual quality, the project successfully established practical guidelines for optimizing Unreal Engine 5 games. Recommendations include early collaboration between technical and artistic teams, adopting optimization workflows at the project’s outset, and implementing in-game scalability options for player control.

| Organisatie | |
| Afdeling | |
| Datum | 2025-07-07 |
| Type | |
| Taal | Engels |






























