Frames Are A Budget. Spend Them Well
Start a performance investigation by finding the bottleneck, then measure the effect of one change. At 60fps the frame budget is about 16.6ms. These guides explain how to inspect that time and use asset checks to find work worth investigating.

Don't Optimise Blind
Never change code, settings, or content before confirming which thread and system is the actual bottleneck. Fixing the wrong subsystem wastes time and can make the real problem worse. Measure, change one thing, measure again.

The Guides
Profiling & Bottlenecks
stat unit, stat gpu, Unreal Insights - determining whether you're Game-Thread, Render-Thread, or GPU bound.
read -> 02Meshes, Nanite & LODs
Draw calls, LOD chains, instancing, HLOD, mobility, and where Nanite may help.
read -> 03Textures & Streaming
Resolution discipline, compression, mips, and the streaming pool.
read -> 04Materials & Shaders
Shader complexity, samplers, translucency, overdraw, and permutation control.
read -> 05Lighting & Shadows
Light mobility, shadowed movable lights, Lumen, and virtual shadow maps.
read -> 06CPU, Blueprints & Ticks
Tick discipline, Blueprint costs, garbage collection, pooling, and significance.
read -> 07The Scene Audit Checklist
A starting checklist to adapt to the project and its measured bottlenecks.
read ->