Best Practices for Optimizing Real-Time VFX in Unreal Engine 5?

Hello all,

I’m working on building a live VFX-intensive scene in Unreal Engine 5, and I’m running into some performance issues—particularly with Niagara systems and dynamic lighting. I’ve been doing some material optimization and LOD tweaking, but I’m still not seeing the stability I require.

I’d greatly appreciate any advice on real-time FX optimization in UE5, especially balancing high-quality visuals with runtime performance. And how do you approach shader optimization for effects such as fire, dust, or energy bursts? Do you prefer baked elements or procedural approaches?

On a somewhat related note, I’m trying to figure out how to optimize parts of my pipeline—particularly repetitive scene setup or batch exporting. I’ve begun researching some of the best rpa tools (such as UiPath, Power Automate, etc.) but I wonder if anyone on this forum has actually implemented RPA in a game dev or VFX pipeline?

Would be great to know about your workflow or tools that resulted in a significant improvement to your productivity or FX quality.

Thanks in advance!
howiwow

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