Why should you decide a target framerate during planning?
The target framerate dictates asset complexity, lighting approach, and LOD strategies—e.g., 120 FPS favors simpler geometry and baked lighting, 60 FPS allows more complex assets and possibly dynamic lighting, and lower targets enable cinematic detail.
What are practical ways to reduce light complexity in UE5?
Delete or disable unnecessary lights, reduce attenuation radii so lights don't overlap excessively, and turn off shadow casting for lights that don't need it to lower per-frame cost.
How does the shader complexity view mode help optimization?
Shader complexity highlights material cost per pixel—green indicates cheap materials, while bright colors indicate heavy shaders (transparency, many layers/parameters). Use it to simplify materials and remove expensive features where possible.
What causes quad overdraw and how can it be mitigated?
Quad overdraw comes from many overlapping transparent or masked meshes rendering front-to-back; mitigate it by reducing transparencies, merging separate geometry, using LODs, and converting masked foliage to Nanite- or LOD-optimized setups.
When should you avoid extremely high-resolution textures like 8K?
Avoid 8K textures for most assets—reserve very high resolutions for large singular pieces. Use lower resolutions (1K–2K or even 512) for small props and rely on streaming to maintain performance.
What are raster bins and why do they matter?
Raster bins group pixels that share the same rendering state. Ensuring assets share materials and similar rendering states reduces state changes and improves GPU efficiency, especially when importing varied asset packs.