Hi everyone,
I wanted to connect a few dots from some recent conversations I’ve had here.
I recently posted about asset streaming logic, and in another thread, I was looking into upgrading my PC.
An experienced members gave me some great advice about the current hardware market—essentially, unless you absolutely need it for specific high-end production, you either have to be incredibly rich or just comfortable wasting money to build a new rig right now.
Taking that advice to heart, I decided to stick with my current Mac, save my money, and focus on the indie path.
To close the loop on my curiosity about asset streaming architectures, I decided to fire up a few versions of UE5—specifically from 5.2 onward, as those versions introduced native support for Apple Silicon.
I ran the native macOS builds across different versions of the default Third Person Template to see how the frame rates hold up at default settings.
Below are screenshots of the GPU statistics showing how each version performed.
In the top-right corner, you’ll see the standard built-in Apple Metal HUD.
(Note: UE 5.2.1 seems to have broken built-in statistics, and 5.5.4 didn’t load them at all.)
Newer shaders and heavier features like dynamic resolution, Nanite, and expanded virtual texturing are significantly deteriorating performance on this hardware as the engine evolves.
SM5 for 5.2.1, 5.4.4, 5.5.4
SM6 for 5.7, 5.8
With yesterday’s release of Godot 4.7 bringing more vibrant lighting and a ton of other advanced features, have you noticed a similar trend of adding more heavy components by default? Is it taking away from Godot’s signature lightness?
I would love to do a similar, structured test for Godot, but I want to make it fair. What do you think should be included in a Godot template to accurately reflect similar rendering conditions to UE5’s Third Person Template?
Size of projects
Packaged executables






