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Automatic runtime FPS scalability plugin for Unreal games on mainstream PC's (UE5.5+, 2026)
Get Core version on GitHub: https://github.com/gregorik/TargetFrame-Core | Get Pro version on Fab: https://www.fab.com/listings/2989de9e-4451-4d69-8bc7-acf9cbe2cf4a | Editor test runs: https://www.youtube.com/watch?v=cUL2eN_TsHc | Read the manual: https://gregorigin.com/TargetFrame/ | Changelog: https://forums.unrealengine.com/t/gregorigin-targetframe-automatic-runtime-scalability-for-mainstream-pcs/2706835/3 | Discord support: https://discord.gg/nqYQ5mtmHb | Customization / Implementation requests: https://gregorigin.com/contact.html
Make UE5 games hit target FPS on mainstream PCs automatically!
TargetFrame 0.3 is a drop-in UE5 plugin that automatically manages runtime scalability so the player hits a target framerate without manual settings menus.
What it does at a high level: You give it a target FPS (or let it pick one based on detected hardware), and it continuously monitors performance and adjusts quality knobs up or down to stay on budget — then locks the policy once stable.
The knobs it controls, in priority order:
1. Overall scalability level (UE's built-in Low/Medium/High/Epic)
2. Nanite mesh detail (MaxPixelsPerEdge and time budget per hardware tier)
3. Resolution scale (static screen percentage, with optional dynamic resolution)
4. Triangle culling (runtime cull-distance management on heavy mesh components)
5. Upscaler quality (DLSS, FSR/FSR2/FSR3, XeSS, TSR — vendor-aware selection)
How it's smart about hardware:
- Detects GPU vendor (NVIDIA/AMD/Intel) and classifies into Entry/Mainstream/Performance tiers based on benchmark scores and VRAM
- Applies vendor-specific policy — e.g., prefers DLSS on NVIDIA, XeSS on Intel Arc, FSR on AMD; caps quality on Intel iGPUs; disables ray tracing below VRAM/score thresholds; limits texture pool to a fraction of available VRAM
Fire-and-forget shipping mode: One Blueprint call (StartTargetFrameFireAndForget) benchmarks the hardware, applies an initial policy, lets the runtime governor fine-tune over several evaluation cycles, then locks the settings permanently. Designed for shipping games that want zero player-facing scalability UI.
UI separation: Keeps HUD/menus crisp at native resolution even when the 3D scene is being upscaled, via secondary screen percentage.
Observability: CSV telemetry snapshots, a OnPolicyChanged delegate for Blueprint listeners, and a built-in UMG onboarding/control-panel widget for games that want to expose settings to the player.
Integration surface: A UGameInstanceSubsystem (always available, no actor placement needed), a UBlueprintFunctionLibrary for static BP calls, and a UDeveloperSettings config object editable in Project Settings or via DefaultTargetFrame.ini.
---
In short:
TargetFrame benchmarks the machine, classifies the hardware, chooses a safe rendering posture, and continuously protects the frame budget while keeping UI crisp and reducing manual graphics micromanagement.
Stop guessing what settings your players need. TargetFrame automatically benchmarks hardware, sets a stable baseline, and dynamically steps down resolution scale and overall quality during gameplay to defend your target frame rate.
Designed to eliminate "stuttering" reviews on launch day, this plugin handles the dirty work of performance scaling so you can focus on building your game.
If you find this plugin helpful, like and subscribe! Thanks.
Also, in case you have custom integration, implementation or consultation in mind: contact me at https://gregorigin.com/contact/.
(c) Andras Gregori 2026
Sound by youtube.com/@audiocoffeemusic, with permission
Видео Automatic runtime FPS scalability plugin for Unreal games on mainstream PC's (UE5.5+, 2026) канала Andras Gregori
Make UE5 games hit target FPS on mainstream PCs automatically!
TargetFrame 0.3 is a drop-in UE5 plugin that automatically manages runtime scalability so the player hits a target framerate without manual settings menus.
What it does at a high level: You give it a target FPS (or let it pick one based on detected hardware), and it continuously monitors performance and adjusts quality knobs up or down to stay on budget — then locks the policy once stable.
The knobs it controls, in priority order:
1. Overall scalability level (UE's built-in Low/Medium/High/Epic)
2. Nanite mesh detail (MaxPixelsPerEdge and time budget per hardware tier)
3. Resolution scale (static screen percentage, with optional dynamic resolution)
4. Triangle culling (runtime cull-distance management on heavy mesh components)
5. Upscaler quality (DLSS, FSR/FSR2/FSR3, XeSS, TSR — vendor-aware selection)
How it's smart about hardware:
- Detects GPU vendor (NVIDIA/AMD/Intel) and classifies into Entry/Mainstream/Performance tiers based on benchmark scores and VRAM
- Applies vendor-specific policy — e.g., prefers DLSS on NVIDIA, XeSS on Intel Arc, FSR on AMD; caps quality on Intel iGPUs; disables ray tracing below VRAM/score thresholds; limits texture pool to a fraction of available VRAM
Fire-and-forget shipping mode: One Blueprint call (StartTargetFrameFireAndForget) benchmarks the hardware, applies an initial policy, lets the runtime governor fine-tune over several evaluation cycles, then locks the settings permanently. Designed for shipping games that want zero player-facing scalability UI.
UI separation: Keeps HUD/menus crisp at native resolution even when the 3D scene is being upscaled, via secondary screen percentage.
Observability: CSV telemetry snapshots, a OnPolicyChanged delegate for Blueprint listeners, and a built-in UMG onboarding/control-panel widget for games that want to expose settings to the player.
Integration surface: A UGameInstanceSubsystem (always available, no actor placement needed), a UBlueprintFunctionLibrary for static BP calls, and a UDeveloperSettings config object editable in Project Settings or via DefaultTargetFrame.ini.
---
In short:
TargetFrame benchmarks the machine, classifies the hardware, chooses a safe rendering posture, and continuously protects the frame budget while keeping UI crisp and reducing manual graphics micromanagement.
Stop guessing what settings your players need. TargetFrame automatically benchmarks hardware, sets a stable baseline, and dynamically steps down resolution scale and overall quality during gameplay to defend your target frame rate.
Designed to eliminate "stuttering" reviews on launch day, this plugin handles the dirty work of performance scaling so you can focus on building your game.
If you find this plugin helpful, like and subscribe! Thanks.
Also, in case you have custom integration, implementation or consultation in mind: contact me at https://gregorigin.com/contact/.
(c) Andras Gregori 2026
Sound by youtube.com/@audiocoffeemusic, with permission
Видео Automatic runtime FPS scalability plugin for Unreal games on mainstream PC's (UE5.5+, 2026) канала Andras Gregori
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29 апреля 2026 г. 15:30:09
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