Unreal Engine Vite Help

Performance and Optimisation

Performance in Vite is not a post-production activity. The performance targets are the specification, and everything in this section exists to help you stay inside them.

In this section

Topic

Covers

Profiling

Finding out where the frame actually goes

Engine Default Changes

What Vite changed from stock 4.27, and why it affects your project

Compile-Time Switches

The VITE_* macros, including the one that removes ray tracing effects

Shader Compilation and PSO

Permutation counts, compile times and pipeline state

Debloat Guide

Reducing engine disk footprint and build time

The general approach

Measure before changing anything. The single most common failure in Unreal optimisation is optimising the wrong thread. A game that is game-thread bound will not get faster if you reduce shader complexity, and one that is GPU bound will not get faster if you reduce actor count.

Know which target you are building for. The four performance targets have different rendering configurations, and a scene that fits the 4K30 fidelity target will not fit 4K120 stylised. Decide first.

Prefer removing work over making work cheaper. Turning off an effect is always cheaper than optimising it. Vite's own approach demonstrates this: VITE_RT_PSO_DEBLOAT removes unused ray tracing permutations rather than making them faster.

Budget explicitly. At 60 fps you have 16.6 ms. Assigning that budget across game thread, render thread, GPU and specific systems in advance turns "is this too slow?" into a question with an answer.

Where Vite's performance comes from

It is worth being clear that Vite's advantage over UE5 is not one optimisation. It is the absence of several regressions, documented in UE4 versus UE5 Cost Analysis: cheaper materials, PhysX rather than Chaos, lower character movement cost, smaller memory footprint, cheaper Slate and UI, and a lighter render thread.

On top of that baseline, Vite adds targeted work: the optimised SSAO path, ray tracing PSO debloat, engine tick reductions, and changed defaults.

The practical implication is that most of the win is already yours before you optimise anything. Your job is mostly not to spend it.

See also

03 August 2026