Unreal Engine 5 Lumen and Nanite Low FPS
Workaround available Windows, consoles Updated November 14, 2026Based on 4 user reportsHow we research
Quick answer
Lumen, Nanite and Virtual Shadow Maps carry a fixed cost. Profile a standalone build, lower scalability, switch Lumen to software tracing and review shadows before blaming the scene.
Most likely fix: Profile correctly
How to fix it
Try these in order — the most common fix is first.
1. Profile correctly
- Use a standalone or packaged build, run stat unit and stat gpu
- Do not judge from the editor viewport
Did this fix it?2. Lower Lumen cost
- Drop Global Illumination and Reflections quality in scalability
- Try r.Lumen.HardwareRayTracing=0 for software tracing
- Lower screen percentage or use upscaling
Did this fix it?3. Review shadows and Nanite
- Test shadow quality and Virtual Shadow Maps cost
- If a scene has no Nanite meshes, r.Nanite 0 reportedly saves some time
Did this fix it?4. Consider alternatives
- For low-end and mobile targets, disable Lumen and use baked lighting
Did this fix it?
Symptoms
UE5 project runs at low frame rates with Lumen and Nanite enabled, with big GPU time in Lumen, Virtual Shadow Maps or base pass.
Why it happens
- Lumen at Epic scalability is expensive (about 8 ms at 1080p on consoles per an Epic comment)
- Virtual Shadow Maps cost
- Hardware ray tracing enabled
- Profiling in editor rather than a packaged build
- Nanite on scenes without Nanite meshes or with masked foliage
This guide also covers
- unreal engine 5 low fps lumen
- nanite performance problems
- unreal engine 5 lumen too slow
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