Stutters and hitches in Unreal Engine 5 games should become rarer over time due to Epic's continuous updates, but we'll still see them for a while because of the way games are made

A screenshot from the PC version of Avowed, from Xbox Games Studios
(Image credit: Xbox Games Studios)

At this year's Unreal Fest in Orlando, not only did Epic showcase forthcoming features for Unreal Engine 5 via CD Projekt Red's Witcher 4 tech demo, but it also held numerous training sessions for developers on how best to use its software. Two of the most popular were those concerning shader compilation stutters and the main causes of performance hitches in UE games. However, a session led by a renowned game developer showed that optimisation problems are less about the engine being used and more about how games are made.

The event was packed with many such presentations, and although I only had the chance to sit through a small portion of them, I came away with a better understanding of why it seems that all Unreal Engine games have problems with performance optimisations, such as shader compilation or traversal stutters.

By that time, however, UE 5.5 was already available, so why didn't Obsidian use the very latest version for better performance? One possible answer is the size of the team: a total of 140 people were involved with making Avowed (100 internal to Obsidian, 40 external), but only 15 of those were part of the technical team and just four of those handled graphics programming.

Perhaps one of the co-developers had a chance to work on improving how the game processed shader compilation, but given that PSO precaching only appeared in UE 5.2, I should imagine that Obsidian probably didn't have much chance to work with it.

Obsidian also targeted the Xbox Series S as the benchmark hardware, ie the platform to develop performance expectations around. The developers aimed for 30 to 40 fps on that console, with Series X and PCs going up to 60 fps. When you compare the differences in resolution and what rendering techniques were used, it's clear that it was a struggle to get the intended graphics fidelity on the Series S, and I suspect it consumed a considerable amount of time.

In short, Obsidian started on an old version of Unreal Engine, used a relatively weak console as the baseline platform (one has to if one plans on publishing a game for the Series X), and only had a small number of people available for programming. It's a credit to the team that they managed to make Avowed look as good as it did, though eschewing outright performance on the PC probably helped in that respect.

Unreal Engine 5.6 Feature Highlights - YouTube Unreal Engine 5.6 Feature Highlights - YouTube
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I suspect that this is a similar story for many other Unreal Engine 5 games. Perhaps not the point about the number of developers, but certainly the one about starting the project with an old version of UE. The latest version, UE 5.6, is packed full of performance improvements (the Nanite Foliage tech showcased in the Witcher 4 tech demo won't appear until 5.7), but if a game is shipped on, say, 5.4 or older, then it can't take advantage of them.

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And for what UE 5.6 does better than the previous versions, few of the improvements are just a case of click and it's done. PSO precaching, for example, is enabled by default, but it still requires programmers to have a strategy on how to tackle the shader compilation and write the code for it to all work as intended (a UE blueprint for PSO precaching will be available in UE 5.6).

Epic's sessions on UE performance improvements at Unreal Fest were packed full (the one on shader compilation was so full, I couldn't get in), so it's clear that developers are mindful of how the gaming community views Unreal Engine. Hopefully, this means that the AAA and AA games we'll see in the near future will be making full use of the latest version of UE, and things like shader compilation and traversal hitches will be a thing of the past.

Until then, however, we'll just have to hope that game developers using Unreal Engine fully take on board what Epic is saying and that publishers and management give programmers the time and scope to properly explore the tools available. Optimisation isn't a one-click wonder, though, and probably takes up a lot more time than is really available. Same as it ever was, unfortunately.

Nick Evanson
Hardware Writer

Nick, gaming, and computers all first met in the early 1980s. After leaving university, he became a physics and IT teacher and started writing about tech in the late 1990s. That resulted in him working with MadOnion to write the help files for 3DMark and PCMark. After a short stint working at Beyond3D.com, Nick joined Futuremark (MadOnion rebranded) full-time, as editor-in-chief for its PC gaming section, YouGamers. After the site shutdown, he became an engineering and computing lecturer for many years, but missed the writing bug. Cue four years at TechSpot.com covering everything and anything to do with tech and PCs. He freely admits to being far too obsessed with GPUs and open-world grindy RPGs, but who isn't these days?

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