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Unreal Engine 4 editor performance on Shadow

  • 1 August 2020
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I pre-ordered Shadow Boost this morning as I see it could be quite beneficial to me as I use Unreal Engine 4. My main thought is that if Shadow can run games, how well can it run an unpackaged game project running constantly in real-time within the engine. Has anyone used UE4 with Shadow, how well does it perform? My understanding is that as Shadow servers use workstation GPUs like Quadros and Intel Xeon CPUs, doing tasks like this shouldn’t be a problem, right?

Also, one slight bit of confusion I have is about RAM, do we know what speed and double data rate we get?

 

Thank you for reading, and making it this far! :smile:

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Best answer by Jim29er 1 August 2020, 20:21

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I can’t answer your specific UE4 questions, but I’m assuming it would run fine for that.

FWIW, here’s a snippet of Device Manager from my Shadow Boost in Santa Clara:

 

The Shadow PCs are virtual machines, so stats on the RAM would apply to the hypervisors...not sure we have that info.

I can’t answer your specific UE4 questions, but I’m assuming it would run fine for that.

FWIW, here’s a snippet of Device Manager from my Shadow Boost in Santa Clara:

 

The Shadow PCs are virtual machines, so stats on the RAM would apply to the hypervisors...not sure we have that info.

You absolute legend! thank you for showing me what CPUs these systems have 

So, I’ve been using UE4 quite a bit to build an open world game.  It works quite well actually.  However since last night, I’ve been running into frame rate issues.  I checked my mipmaps, and texture streaming pool size, and then checked shadowtech framerate was at 3 fps.  So, I feel like Shadowtech is having some framerate issues.  But all in all, it works really well.

I have issues using unreal when you render you get just rendering 1080 or 4k you get the below error

 

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