02026

Optimizing GPU Performance for “Far Far West” (UE5 Indie Game)

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Learn everything about optimization for Unreal Engine 5 in my Game Optimization Course! https://courses.tomlooman.com/p/unrealperformance?coupon_code=INDIESALE&utm_source=youtube&utm_medium=social&utm_campaign=farfarwest In today’s video we profile and optimize “Far Far West”, a UE5-based indie game that released into Early Access this week! We profile using Unreal Insights and look at several GPU stats. We discuss why the cost is too high and how we can optimize the game. We specifically look at Nanite foliage, deferred decals, single layer water including distance field shadows. The profiling is done using an RTX 3060 to get real-world profiling data as we want this game to run on as many GPUs as possible! The format of this video is somewhat loose to explore in real-time without having all the answers beforehand. What you see is me exploring the real data and reasoning about improvements. Let me know if you want to see more of this style of video! 0:00 - Intro 1:46 - Start Profiling 14:52 - Nanite Visbuffer 16:12 - Nanite WPO 17:32 - Nanite Pixel Programmable 31:45 - Foliage Density Scale 38:08 - Deferred Decals 51:22 - Distance Field Shadows & Single Layer Water 1:02:36 - Recap A written recap is available on my blog, including the console variables used in the video: https://tomlooman.com/unreal-engine-optimization-farfarwest/ Far Far West has just entered Early Access and you can find more about it on their Steam Page! https://store.steampowered.com/app/3124540/Far_Far_West/ Looking for more free Unreal Engine optimization content? https://tomlooman.com/categories/#performance-optimization

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Core release details, quality markers, and stream status stay together here instead of floating below the fold.

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2026

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