Unreal Engine has issues. Alongside cutting-edge graphics replete with unbelievable floor texture and beautiful lighting are efficiency points even essentially the most prime tier of PC rigs can’t keep away from. Certainly, video games made inside UE5 and launched to console aren’t immune to those points both, however the issues are prevalent for PC gamers essentially the most. With an growing variety of studios switching from their proprietary recreation engines to utilizing Unreal Engine 5 – CD Projekt Purple and their upcoming sequels to The Witcher and Cyberpunk 2077 included plus previously 343 Industries now Halo Studios crafting Grasp Chief’s latest house taking pictures foray simply two principal examples – fear is rising amongst avid gamers that these efficiency points will turn out to be ubiquitous.
The issues amongst Unreal Engine 5 video games launched so far centre on subpar body charges and stuttering. Once more, these issues dominate on PC, however we’ve seen problems with stuttering within the likes of Black Fable: Wukong, Silent Hill 2, Stalker 2, Tekken 8, Frostpunk 2, and ARK: Survival Ascended, alongside others.
There’s proof the majority of efficiency issues are patched out by way of post-release updates which factors to studios maybe not optimising their video games totally sufficient throughout improvement, as a substitute counting on fixing points prevalent at launch later. Nonetheless, this drawback has existed for a while, and is actually a difficulty with video games not made on Unreal Engine 5.
No, the difficulty is bigger with Epic’s toolkit. Certainly, builders – solo and indie to AAA – are discussing points on Epic’s boards which can be extra widespread than the stuttering simply talked about. Examples embody struggles to realize body charges past 20 fps even in low settings, unusually excessive GPU run instances, once more on low settings, overheating, blue display crashes, laggy textures, gradual loading, even in near-empty scenes – the record goes on. And, once more, these are points throughout improvement; we’re not even remotely speaking about completed product right here. If recreation makers are grappling with these points throughout improvement, then it’s no surprise these video games with publisher-imposed launch dates are getting into the world with efficiency issues. And that’s to not point out recreation builders which can be small scale. On account of these points, their initiatives may by no means even see the sunshine of day.
There have to be options. Fortunately, Epic’s in-house engineers have posted to Unreal Engine’s official weblog on February 4th, 2025, their ideas regarding shader stuttering alongside upcoming concepts they’re iterating on as fixes. Given the size of this put up, we’re to imagine Epic imagine this to be the principal trigger behind the wealth of points studios are experiencing throughout improvement, and avid gamers are struggling while taking part in.
To clarify shaders as per the weblog replace, these packages execute on GPUs to carry out the assorted steps in rendering a 3D picture. Ostensibly, they’re items of code written to finish a selected activity. Shaders can govern shadowing, deformation, remodeling, even intricate processes comparable to the color of particular person pixels primarily based on floor materials, a number of mild sources, numerous environmental results, so on and so forth. As graphical constancy will increase, the method behind shader compilation turns into extra advanced and thus extra time consuming for drivers to compile shader data and translate into code readable by way of GPU. The outcome: when a render engine realises it must compile a brand new shader the sport stops functioning to finish this course of. We’re speaking milliseconds right here however given the exorbitant quantity of shader code in any given scene in-game the result’s the on-screen stuttering that we’re seeing in these video games listed earlier.
The weblog dives deeper, outlining distinctions between CPU packages, approaches taken by completely different GPUs, the instruction units outlined by software programming interfaces (APIs) comparable to Direct3D or Vulkan, and is sweet studying for anybody tech-minded sufficient to make sense of all of it. For the remainder of us, the underside line is that this: Epic have totally outlined these points and are working laborious to repair them.
Launched inside Unreal Engine 5.2 was the power to precache PSOs, or pipeline state objects. PSOs describe the rendering of objects by way of a number of shaders working collectively alongside different GPU settings. The intricate element of recent recreation worlds ends in tens of millions of PSOs needing to be compiled to render a picture appropriately primarily based on quite a few parameters: shaders rendering supplies on completely different meshes along with numerous pipeline settings concurrently, as an illustration. It’s technical studying once more, however the need-to-know summarisation is that Epic’s resolution is to find out PSOs throughout a recreation’s loading time by precaching a cloth’s possible mesh data along with video high quality settings. It’ll produce subsets of doable PSOs, a smaller quantity than the total vary of potentialities however by-and-large sufficient to appropriately render 3D objects in scene with out efficiency associated points like stuttering. An API which gives hints to the system on what is probably going going to be wanted forward of time can also be within the works at Epic, as per the weblog replace.
Will precaching PSOs eradicate the efficiency points we’re seeing? In any case, a fast scour of Reddit yields gamers who’re nonetheless combating shader pre-cache following Unreal Engine 5.2’s launch. Tekken 8 has suffered from quite a few types of enter lag, Stalker 2 gamers expertise inconsistent traversal stutter, Frostpunk 2 harbours shockingly low framerates, a difficulty sure customers – once more on Reddit – describe as simulation velocity points and never essentially issues remoted to framerates. ARK: Survival Ascended is amongst the worst offenders, with gamers reporting body fee drops, unplayable display stuttering, and system crashes, even on high-end PC {hardware}, on PS5 and on Xbox Collection X|S.
These efficiency points vastly have an effect on the enjoyment of gameplay too, even once they’re not at their worst. Working example is Black Fable: Wukong, a recreation with rapid-fire Soulslike fight the place even the slightest mistimed button press can spell sure doom to your character.

The options for avid gamers as end-users are maybe to decrease resolutions, to disable ray tracing, to cut back texture high quality, or to cap body charges. And while these options may show fruitful, they aren’t long run fixes, and so they actually seem counter-intuitive given Unreal Engine 5’s promise of superb trying video games. Taking steps to make video games look worse for them to perform appropriately is backwards, so the hope that Epic’s resolution to repair shader stuttering by way of precaching PSOs is nice.
Extra options by way of Epic are possible coming, so hopefully these grave considerations will probably be ironed out en masse earlier than this {hardware} era’s fruits. Price mentioning at this juncture are the handful of UE5 brilliant spots; video games launched by way of Unreal Engine 5 that haven’t exhibited wherever close to the extent of efficiency issues skilled by different video games. For an instance: Senua’s Saga: Hellblade 2 options boundary pushing constancy, most notably in its software of Unreal Engine 5’s Metahuman facial character rendering, and this all works fluidly to current one of many biggest visible spectacles ever dedicated to video video games. RoboCop: Rogue Metropolis is one other one, capable of apply all UE5’s floor texture functionality, world illumination, real-time reflections, and digital shadow maps while nonetheless focusing on a buttery easy 60fps on current-gen consoles.
Extra UE5 video games are coming and given Epic’s dedication to fixing efficiency issues there’s hope that the quantity releasing with out points will enhance. For groups like CD Projekt Purple who’ve switched to growing in Unreal Engine 5 the priority for video games like The Witcher 4 and Cyberpunk Orion received’t dissipate except the usual throughout the business improves.
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